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  1. docs/AI_RUN_BACKLOG.md +115 -0
  2. example_answer.md +0 -12
  3. examples/README.md +0 -77
  4. examples/ai_testing/FIX_test_ai_live.md +0 -111
  5. examples/ai_testing/README_PROMPT_CHANGES.md +0 -183
  6. examples/ai_testing/_deprecated/__init__.py +0 -49
  7. examples/ai_testing/_deprecated/example_get_latest_prompt.py +0 -111
  8. examples/ai_testing/_deprecated/generate_prompts_from_state.py +0 -755
  9. examples/ai_testing/_deprecated/play_with_prompts.py +0 -119
  10. examples/ai_testing/_deprecated/request_tracker.py +0 -167
  11. examples/ai_testing/_deprecated/test_ai_live.py +0 -776
  12. examples/ai_testing/_deprecated/test_new_structure.py +0 -99
  13. examples/ai_testing/_deprecated/test_optimized_prompts.py +0 -215
  14. examples/ai_testing/my_games/current_session.txt +1 -1
  15. examples/ai_testing/my_games/session_20260110_123656/Bob/Bob.md +0 -21
  16. examples/ai_testing/my_games/session_20260110_124344/Alice/Alice.md +0 -190
  17. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_1.json +0 -26
  18. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_2.json +0 -27
  19. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_3.json +0 -26
  20. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_4.json +0 -27
  21. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_5.json +0 -24
  22. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_6.json +0 -24
  23. examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_7.json +0 -24
  24. examples/ai_testing/my_games/session_20260110_124344/Bob/Bob.md +0 -314
  25. examples/ai_testing/my_games/session_20260110_124344/Bob/prompts/prompt_1.json +0 -202
  26. examples/ai_testing/my_games/session_20260110_124344/Bob/prompts/prompt_2.json +0 -209
  27. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_1.json +0 -26
  28. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_10.json +0 -26
  29. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_11.json +0 -26
  30. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_2.json +0 -27
  31. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_3.json +0 -26
  32. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_4.json +0 -27
  33. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_5.json +0 -24
  34. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_6.json +0 -26
  35. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_7.json +0 -26
  36. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_8.json +0 -26
  37. examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_9.json +0 -26
  38. examples/ai_testing/my_games/session_20260110_124344/Charlie/Charlie.md +0 -112
  39. examples/ai_testing/my_games/session_20260110_124344/Charlie/prompts/prompt_2.json +0 -217
  40. examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_1.json +0 -26
  41. examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_2.json +0 -27
  42. examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_3.json +0 -26
  43. examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_4.json +0 -27
  44. examples/ai_testing/my_games/session_20260110_124344/agent_memories.json +0 -5
  45. examples/ai_testing/my_games/session_20260110_124344/chat_history.json +0 -136
  46. examples/ai_testing/my_games/session_20260110_124344/session_metadata.json +0 -5
  47. examples/ai_testing/my_games/session_20260111_134458/Alice/Alice.md +0 -160
  48. examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_4.json +0 -231
  49. examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_4.txt +0 -127
  50. examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_5.txt +0 -127
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+ # AI Run Backlog
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+
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+ Live observations from autonomous PyCatan AI runs.
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+
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+ Current run: `examples/ai_testing/my_games/session_20260515_203358`
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+
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+ ## Observations
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+
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+ | ID | Status | Area | Severity | Observation | Evidence | Suggested next step |
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+ | --- | --- | --- | --- | --- | --- | --- |
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+ | AI-RUN-001 | Fixed - smoke verified | Agent prompt/actions | High | `wait_for_response` is injected into allowed actions even during setup turns, but `AIUser` does not map it to a real action. If selected, it will likely fall back to `END_TURN`, which can prematurely end or fail a required setup step. | `Bob/prompts/prompt_1.txt` and `Alice/prompts/prompt_2.txt` list `wait_for_response` beside required setup actions. `AIUser._decision_to_action` has no `wait_for_response` mapping. | Removed automatic `WAIT_FOR_RESPONSE` injection from AI prompts, mapped unexpected `wait_for_response` outputs to `END_TURN`, and added `GameManager.execute_action` allowed-action validation so `END_TURN` cannot skip required setup/robber phases. Follow-up cleanup removed stale `wait_for_response` instruction text when the action is not actually allowed. Manual smoke checks passed because pytest is not installed in the active env. |
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+ | AI-RUN-002 | Fixed - smoke verified | Agent reasoning/tools | Medium | Road-placement prompts do not strongly encourage using `analyze_path_potential`; agents chose roads by manually interpreting neighbors from compact state. | Alice prompt #2 chose `20 -> 10`, Bob prompt #2 chose `42 -> 41`, Charlie prompt #2 chose `12 -> 13`; no tool calls in those road prompts. | Added action-specific prompt guidance for `place_starting_road` and `build_road` to use `analyze_path_potential` before choosing. Smoke check confirms road instructions include the tool guidance. |
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+ | AI-RUN-003 | Fixed - smoke verified | Agent factual accuracy | Medium | Agent reasoning contains board-summary inaccuracies even when the final action is valid. Bob described Alice's node as a `9-5-4` spot, while Alice's node 20 is Wood 11, Brick 6, Sheep 8. | `Bob/responses/response_1.json`; actual state in `Bob/prompts/prompt_1.txt` has `bld` at node 20 and tool data earlier shows node 20 as 11/6/8. | Added prompt guardrails: agents are told not to state node resources or opponent settlement facts unless they come from filtered `game_state` or a tool result, and settlement prompts now push `find_best_nodes`/`inspect_node`. Smoke check confirms the guidance is present. |
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+ | AI-RUN-004 | Fixed - smoke verified | Response schema/parser | Low | Schema requires `internal_thinking` minLength 1000, but responses are shorter and parser repairs them with `[Response was too brief]`. This adds noise and means schema pressure is not matching desired behavior. | `Alice/responses/response_1.json`, `response_2.json`, `Bob/responses/response_1.json`, `response_2.json`. | Reduced active-turn `internal_thinking` minLength to 120 and removed the parser repair suffix. `get_schema_description()` no longer asks for 1000+ chars. Compile checks passed. |
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+ | AI-RUN-005 | Open | Agent architecture | Medium | The prompt gives the LLM a dense raw compact board (`H`, `N`, `state`) plus tools. This works, but still invites manual decoding and hallucination instead of tool-grounded decisions. | All prompt files include full compact lookup tables and tool list. Initial settlement prompts use `find_best_nodes`; road prompts do not use tools. | Move toward a planner/validator loop: propose candidate, verify with tools/rules, then emit action. |
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+ | AI-RUN-006 | Fixed - smoke verified | Config/runtime | Medium | `play_with_ai.py` creates `AIConfig()` directly, so it may not load `config_dev.yaml`; runtime behavior can drift from documented dev config. | `examples/ai_testing/play_with_ai.py` called `AIConfig()` in `create_game`. First rerun after the fix crashed because `config_dev.yaml` contains richer `agent` keys such as `personality` that `AgentConfig` did not accept. | `play_with_ai.py` now loads `pycatan/ai/config_dev.yaml` by default when present, accepts `--config`, and prints the selected provider/model. `AIConfig.from_dict()` now ignores unknown YAML keys per section, so richer config files stay backward-compatible. Compile and config-load smoke checks passed. |
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+ | AI-RUN-007 | Fixed - smoke verified | Runtime setup | Medium | `.env` exists but the runtime does not load it automatically; API key must be in process environment. This can block runs on another terminal/session. | Earlier check showed `.env` exists and `GEMINI_API_KEY_SET=False` in this shell; code read `os.environ` only. | Added lightweight `.env` loading at startup for simple `KEY=VALUE` entries without requiring a new dependency. Compile checks passed. |
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+ | AI-RUN-008 | Fixed - smoke verified | Agent reasoning/tools | Medium | Tool use is inconsistent for high-impact setup decisions. Charlie's second settlement was selected without `find_best_nodes` or `inspect_node`, despite explicit resource goals and available tools. | `Charlie/prompts/prompt_3.txt`; `llm_communication.log` API Call #10 returns text directly with no tool request. | Added action-specific prompt guidance for `place_starting_settlement` and `build_settlement` to use `find_best_nodes` and `inspect_node` instead of manual array decoding. Smoke check confirms the guidance is present. |
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+ | AI-RUN-009 | Fixed - smoke verified | Prompt context | Medium | Setup second-round prompt context is too generic: `what_just_happened` says `It's your turn` instead of explaining this is the second setup placement and that starting resources will be granted from this settlement. | `Charlie/prompts/prompt_3.txt` has phase `SETUP_SECOND_ROUND` but task context is generic. | `_get_prompt_message_for_phase()` is now setup-phase aware: first settlement, starting road, and second starting settlement get explicit instructions, including the second-placement resource rule. Manual smoke checks passed; needs live rerun verification because the current running process may not reload patched code. |
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+ | AI-RUN-010 | Fixed - smoke verified | Viewer/UI | Medium | Unified AI Analysis memory view displays `[object Object]` instead of each agent's memory text. The JSON data is correct; the renderer treats the whole memory object as a string. | Screenshot from `localhost:5000/unified`; `agent_memories.json` stores `{note_to_self, last_updated}` objects. `pycatan/static/js/unified.js` rendered `escapeHtml(memory)`. | Updated Unified memory rendering to extract `note_to_self`, `current_note`, or the latest `recent_notes` entry before falling back to JSON. Compile checks passed. |
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+ | AI-RUN-011 | Fixed - smoke verified | Agent memory | Low | `agent_memories.json` rewrites `last_updated` for all agents whenever memories are saved, so timestamps look like all memories updated at the same time even if only one agent acted. | After Charlie prompt #4, Alice/Bob/Charlie all had `last_updated` `2026-05-15T19:23:19.*`. `AILogger.save_agent_memories` assigned `datetime.now()` while iterating all agents. | Added `AgentState.memory_updated_at`; logger now writes each agent's own memory timestamp instead of save time. Smoke check confirms timestamps are stored from per-agent state. |
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+ | AI-RUN-012 | Fixed - smoke verified | Agent memory | Medium | Agent memory is a single overwritten `note_from_last_turn`, not a structured memory system. It is consistent for short continuity, but it loses older strategic notes and makes long games fragile. | Prompts included one `memory.note_from_last_turn`; `agent_memories.json` contained only the latest note per agent. | Added bounded per-agent `memory_history` and prompt `recent_notes` based on `memory.short_term_turns`, while preserving `note_from_last_turn` for compatibility. Smoke check confirms history is saved. |
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+ | AI-RUN-013 | Fixed - smoke verified | Agent communication/trading | High | Chat messages are stored and passed into later prompts, so basic table-talk works. However, communication is passive broadcast only; there is no explicit negotiation state, addressed messages, offers, or response tracking. | `chat_history.json` has 8 messages; later prompts include `social_context.recent_chat`. The `session_20260515_194515` trade loop also showed that natural chat alone was not enough to execute or track an offer. | Added structured player-to-player trade state: every trade gets a `trade_id`, proposer, target, offer/request, and pending/accepted/rejected status. Pending trades are included in `social_context.pending_trades`, the target prompt contains the exact offer and accept/reject actions, and responses update the trade state. Also fixed `trade_bank` give/receive conversion to engine `offer`/`request`. Smoke checks passed. |
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+ | AI-RUN-014 | Fixed - smoke verified | Viewer/API | High | Player Hub shows total card count after second setup resources, but per-resource counters remain 0. The game/action log knows Charlie received `1xSheep 1xOre 1xWheat`; the player card still shows all resource icons as 0. | Screenshot from Game Board; `/api/game-state` returned `cards_list: ["sheep","ore","wheat"]` and `total_cards: 3` for Charlie, but no `resources` object. `pycatan/static/js/unified.js` only rendered per-resource counts from `player.resources`. | `WebVisualization._convert_players` now emits a normalized `resources` map, and Unified Player Hub can also derive counts from `cards_list` as fallback. Smoke check confirms cards map to resource counters. |
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+ | AI-RUN-015 | Open | Agent architecture/events | High | Agents are currently invoked mainly when the game needs an action from them. Observing-mode schemas exist, but event notifications do not trigger a passive LLM observation after significant game events, so agents cannot react to table talk, builds, dice, or opponent moves until their next actionable turn. | Code has `OBSERVING` response schema and `_create_prompt(... is_active_turn=False)`, but `process_agent_turn` creates active-turn prompts and `notify_game_event` only stores recent events through `AIManager.on_game_event`. No caller was found for observing prompts during live events. | Wire a budgeted event-observer loop for meaningful triggers such as dice rolls, builds, robber moves, trade/chat proposals, and accepted/rejected trades. Observer output should update memory/communication intent, not emit normal game actions. |
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+ | AI-RUN-016 | Fixed - smoke verified | Agent prompt/resources | High | Resource counts visible to agents do update after dice/resource spending, but the prompt does not explicitly state the dice result or resource distribution. Agents must infer what happened by diffing state, and `meta.dice` remains `null`. | `Alice/prompts/prompt_5.txt` before roll: Alice `O1 Wh2`, Bob `W1 B1 Wh1`, Charlie `S1 O1 Wh1`. `Alice/prompts/prompt_6.txt` after roll: Alice `S1 O1 Wh2`, Bob unchanged, Charlie `S1 O1 Wh2`, matching an 8 roll. But `what_just_happened` only says Alice rolled the dice and `meta.dice` is `null`. | `GameManager.get_full_state()` now preserves `dice_rolled` for AI state/meta, and dice events include explicit per-player resource distribution summaries. Added unit coverage for dice state and distribution formatting; manual smoke checks passed because pytest is not installed in the active env. |
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+ | AI-RUN-017 | Fixed - smoke verified | Agent action mapping | Critical | `steal_card` can be prompted and emitted with a player name, but the game engine expects a numeric player id. Bob repeatedly tried `{"target_player": "Charlie"}` after moving the robber, causing `ACTION_FAILED` instead of stealing. | `Bob/responses/response_7.json` through later responses emit `steal_card` with `"Charlie"`. `pycatan/ai/ai_user.py` passes `target_player` through unchanged for `ActionType.STEAL_CARD`, while `pycatan/management/game_manager.py` validates it as an integer (`target_player < 0`, indexes `self.game.players[target_player]`). Prompt example says `{"target_player": "Red"}`. | Implemented name/color/string-id normalization in `AIUser._convert_parameters` for `STEAL_CARD`; unknown names map to invalid id `-1` so the engine can return recoverable feedback. Added unit coverage; manual smoke checks passed because pytest is not installed in the active env. |
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+ | AI-RUN-018 | Fixed - smoke verified | Agent failure recovery | High | Failed actions are not fed back into the next AI prompt in a useful way, so the agent repeats the same invalid action. After Bob's failed `steal_card`, later prompts still show only `steal_card`/`wait_for_response` and `what_just_happened` incorrectly falls back to `Game is starting. Place your first settlement.` | `Bob/Bob.md` requests #8-#13 repeat `steal_card` against Charlie. `Bob/prompts/prompt_8.json` and later have `what_just_happened: "Game is starting. Place your first settlement."` despite being in `NORMAL_PLAY` with robber on hex 5. `AIUser.notify_action` only prints failed actions and does not call `AIManager.on_game_event`. | Implemented failure events on the acting agent via `AIUser.notify_action`; prompt context now combines the last event with the current phase prompt instead of falling back to setup text. Added unit coverage; manual smoke checks passed because pytest is not installed in the active env. |
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+ | AI-RUN-019 | Proposed | Debug workflow/session replay | High | There is no way to resume or fast-replay an AI game from a specific prior point with board state, turn phase, resources, chat history, and agent memory intact. Debugging late-turn bugs requires replaying from the beginning, which wastes time and LLM tokens. | Session folders contain prompts/responses/chat/memory logs, but no authoritative GameManager/Game snapshot that can be loaded by `PLAY_AI_AUTO.BAT` / `play_with_ai.py`. | Prefer creating a new derived session with lineage metadata, then either load checkpoints or fast-replay recorded successful actions through the existing game logic. Carry over or rebuild AI chat history, agent memory, and request counters so prompts remain consistent without confusing the original session. |
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+ | AI-RUN-020 | Fixed - smoke verified | Agent action mapping/trading | Critical | `trade_propose` can be emitted without `target_player`, but the engine requires that parameter. The action construction fails before a normal `Action` exists, so the failure-feedback path does not notify the agent and Alice repeats the same invalid trade proposal. | In `session_20260515_194515`, `Alice/responses/response_6.json` through `response_9.json` all emit `trade_propose` with only `offer` and `request`. `Alice/prompts/prompt_6.json` shows the `trade_propose` example also omits `target_player`. `ActionType.TRADE_PROPOSE` requires `target_player`, and construction failures return `ACTION_PROCESSING_ERROR` without an action to pass into `AIUser.notify_action`. | `trade_propose` examples/schema now require `target_player`; `AIUser` normalizes trade target names/colors/ids and aliases like `to`; `GameManager` now surfaces pre-Action processing errors back to AI agents. Smoke check confirms Alice-style trade maps Charlie to id `2` and construction errors become agent events. |
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+ | AI-RUN-021 | Fixed - smoke verified | Response parsing/fallback | Critical | A truncated LLM JSON response during a required setup action is parsed as `null`; unsafe fallback can choose an illegal action, illegal node, or illegal `END_TURN`. | `session_20260515_202759/Bob/responses/response_1.json` has `parsed: null` and raw content cut at `"note`, causing fallback `END_TURN`. In `session_20260515_203358/Charlie/responses/response_1.json`, the model says node 42 is the strong choice, but old fallback selected earlier-mentioned node 12. `Charlie/responses/response_5.json` and `response_6.json` were cut before `action`, causing illegal `END_TURN` while `PLACE_STARTING_ROAD` was required. | Raised `config_dev.yaml` `max_tokens` from 4096 to 20000 after discovering default config loading made the dev cap much lower than runtime default. Disabled thinking for stable JSON auto-runs, added `finish_reason` logging, recovered settlement nodes only after filtering occupied/adjacent blocked nodes, recovered setup roads from legal mentioned edges, and replaced unsafe parameterized-action `END_TURN` fallback with a retry of the required action. Compile and log-replay smoke checks passed. |
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+ | AI-RUN-022 | Fixed - smoke verified | Turn phase/trading | Critical | After a successful dice roll, `allowed_actions` moved to post-roll actions but `turn_phase` stayed `ROLL_DICE`, so prompts still told the agent to roll. Also AI trade resources used compact keys like `S`/`B`, causing valid offers to fail resource validation. | `session_20260515_205233/Alice/prompts/prompt_6.json` has post-roll actions and resources `S:1,O:1,Wh:2`, but `what_happened` still says `Roll the dice`. `Alice/response_6.json` proposes `offer: {"S":1}` for `{"B":1}` and the engine rejects it with `You don't have the required cards to offer`; prompts #7/#9 then repeat stale roll instructions, producing illegal `ROLL_DICE` failures and a misleading `[0,0]=0` failed-roll log entry. | `AIUser` now normalizes trade resource bundles from compact prompt codes (`W/B/S/Wh/O`) and natural aliases to engine names (`wood/brick/sheep/wheat/ore`). `GameManager._resource_name_to_card()` accepts the same aliases defensively. `_handle_roll_dice()` now sets `turn_phase = PLAYER_ACTIONS` after non-7 rolls so prompt text matches allowed actions. Compile and smoke checks passed. Requires a fresh run because the active process loaded old code. |
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+
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+ ## Run Notes
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+
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+ - Alice: placed settlement at node 20, road 20 -> 10.
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+ - Bob: placed settlement at node 42, road 42 -> 41.
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+ - Charlie: placed settlement at node 12, road 12 -> 13.
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+ - Charlie second setup settlement: node 25; prompt #4 for Charlie road was created.
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+ - Resource display bug observed: Charlie has 3 cards from second setup resources, but Player Hub resource counters stay 0.
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+ - Current live point when first logged: Charlie prompt #3, second setup round starting.
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+
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+ ## Sprint Notes
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+
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+ ### 2026-05-15 - Progress blockers and prompt correctness
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+
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+ - Selected for immediate sprint: `AI-RUN-017`, `AI-RUN-018`, `AI-RUN-001`, `AI-RUN-016`.
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+ - Fixed `steal_card` name/color/id normalization so Bob choosing `"Charlie"` becomes player id `2`.
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+ - Added recoverable failure feedback into the acting agent's next prompt, including action type, parameters, and error message.
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+ - Removed automatic `wait_for_response` prompt injection and added allowed-action validation in `GameManager` to prevent illegal actions from silently advancing phases.
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+ - Preserved `dice_rolled` in AI-facing game state and added explicit resource distribution summaries to dice events.
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+ - Verification: `pytest` is not installed in the active Python or `.venv`; ran `py_compile` and manual smoke checks for the sprint scenarios successfully.
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+
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+ ### 2026-05-15 - Live rerun verification (`session_20260515_194515`)
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+
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+ - `AI-RUN-001`: partially live-verified. Setup prompts no longer include `wait_for_response` in `allowed_actions`, so the action surface is safe. The running process still emitted stale instruction text mentioning `wait_for_response`, and stale setup prompt text saying `Roll the dice`; these were fixed in code after the run had already started and require the next run to verify.
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+ - `AI-RUN-009`: not live-verified in this run because the running process was already using the old prompt-message code. Code smoke checks pass for first settlement, starting road, and second starting settlement context.
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+ - `AI-RUN-016`: partially live-verified. `Alice/prompts/prompt_6.json` has `meta.dice: [5,3]` and updated resources after an 8 roll. The explicit distribution text was not live-verified because this running process still had stale prompt/event text.
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+ - `AI-RUN-017`: waiting for a robber steal event in the live run to verify name/color-to-player-id conversion.
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+ - `AI-RUN-018`: live run found a limitation. Failure feedback works for failures after an `Action` object exists, but `trade_propose` without required parameters fails during action construction and therefore does not reach `AIUser.notify_action`.
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+ - `AI-RUN-020`: new critical blocker from this run. Alice repeated invalid `trade_propose` outputs in responses #6-#9 because the prompt example omitted `target_player` and the construction failure was not fed back to the agent.
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+
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+ ### 2026-05-15 - Pre-next-session backlog cleanup
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+
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+ - Closed or smoke-verified 16 of 20 backlog items, exceeding the 50% cleanup target before the next run.
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+ - Fixed the critical `trade_propose` loop: prompt/schema now require `target_player`, AI trade targets are normalized like robber steals, and pre-Action construction errors are fed back to the acting agent.
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+ - Closed UI/debugging blockers for this iteration: Unified memory no longer renders `[object Object]`, Player Hub receives normalized resource counts, and `.env` / `config_dev.yaml` load automatically for `play_with_ai.py`.
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+ - Improved agent prompt discipline for setup and road decisions: settlement actions point agents to `find_best_nodes`/`inspect_node`; road actions point to `analyze_path_potential`; factual board claims are explicitly tied to filtered state or tool results.
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+ - Improved memory persistence from a single overwritten note to a bounded `recent_notes` history with per-agent update timestamps.
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+ - Verification: `pytest` is still not installed in either active Python or `.venv`; ran `py_compile` plus manual smoke checks for trade mapping, action-processing feedback, prompt guidance, memory history/timestamps, and resource-counter conversion.
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+
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+ ### 2026-05-15 - Trading mechanism hardening
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+
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+ - Promoted `AI-RUN-013` from low-priority passive communication to high-priority trading infrastructure because trade loops can block the game.
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+ - Added structured trade lifecycle: `pending` offer with `trade_id`, target wake-up prompt with the full offer, and `accepted`/`rejected` resolution callbacks to AI state.
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+ - `social_context.pending_trades` is now populated for active prompts, so agents can see actual pending offers instead of inferring from chat messages.
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+ - Added safety validation for invalid/self trade targets before indexing `self.users[target_id]`.
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+ - Added `trade_bank` conversion from AI-facing `give`/`receive` to engine-facing `offer`/`request`.
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+ - Verification: `py_compile` passed; smoke checks covered structured trade prompt state, accepted trade execution/resource transfer, invalid target rejection, AIManager pending-trade prompt context, and bank-trade conversion. `pytest` remains unavailable in the current env.
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+
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+ ### 2026-05-15 - Rerun startup fix
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+
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+ - Fixed a startup crash introduced by default `config_dev.yaml` loading: `AgentConfig.__init__()` rejected richer YAML keys like `personality`.
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+ - `AIConfig.from_dict()` now filters each YAML section to dataclass-supported fields instead of failing on unknown keys.
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+ - Verification: `py_compile` passed and `load_ai_config()` successfully loaded `pycatan/ai/config_dev.yaml`.
86
+
87
+ ### 2026-05-15 - Current rerun parse failure (`session_20260515_202759`)
88
+
89
+ - Bob's first setup response was truncated before the `action` field, so parsing returned `null`.
90
+ - The previous fallback returned `end_turn`, which is illegal while `PLACE_STARTING_SETTLEMENT` is the only allowed action; this produced repeated failed `END_TURN` rows in the UI.
91
+ - Failure feedback worked correctly by showing the failed `END_TURN` in the next Bob prompt, but the fallback itself was unsafe.
92
+ - Fixed by disabling config-dev thinking for stable JSON and by adding safe parse-failure fallback logic that does not blindly end the turn during required setup actions.
93
+ - This fix requires restarting the current run, because the active Python process already loaded the old config/code.
94
+
95
+ ### 2026-05-15 - Fallback node legality follow-up (`session_20260515_203358`)
96
+
97
+ - Bob's first response was again truncated. The fallback recovered the first `Node N` mentioned in the text, but that was Alice's occupied Node 20, not Bob's intended final choice.
98
+ - The engine correctly rejected the illegal settlement with `Location is blocked`, and failure feedback correctly led Bob to choose Node 12 on the next prompt.
99
+ - Updated fallback recovery to skip occupied nodes and their neighboring nodes using compact `state.bld` and `N`, so a truncated response cannot recover a settlement on an already blocked location.
100
+
101
+ ### 2026-05-15 - Truncation and road fallback hardening (`session_20260515_203358`)
102
+
103
+ - Root cause for the new truncation pattern: after `play_with_ai.py` started correctly loading `config_dev.yaml`, auto-runs inherited `max_tokens: 4096` instead of the code default `20000`. Dev config is now aligned back to `20000`.
104
+ - Confirmed agents do see blocked locations: Charlie prompt #1 includes `state.bld` with Bob at 12 and Alice at 20, and the `find_best_nodes` tool response at 20:36 excludes 12 and 20. The bad action came from truncated-response fallback, not from tool availability filtering.
105
+ - Added `finish_reason` capture to response logs so future cutoffs show whether Gemini stopped normally or hit a limit/safety/other finish reason.
106
+ - Added setup-road recovery from truncated text. Replaying Charlie response #5 now recovers `place_starting_road {"from": 14, "to": 24}` instead of illegal `END_TURN`.
107
+ - Verification: `py_compile` passed for touched AI modules; log-replay smoke checks recover Charlie's settlement fallback as node 42 and road fallback as 14 -> 24.
108
+
109
+ ### 2026-05-15 - Normal-play trade/roll issue (`session_20260515_205233`)
110
+
111
+ - Setup and truncation fixes verified live through normal play entry: all setup responses parsed, no truncation, and resources displayed correctly.
112
+ - New blocker found after Alice's first roll: `dice_rolled` was set but `turn_phase` stayed `ROLL_DICE`, creating contradictory prompts: post-roll `allowed_actions` with stale "Roll the dice" instructions.
113
+ - Alice's valid-looking trade failed because the AI emitted compact resource keys from the prompt (`S` and `B`), while engine card validation expected full resource names.
114
+ - Fixed resource normalization for player trades and bank trades, and set turn phase to `PLAYER_ACTIONS` immediately after non-7 dice rolls.
115
+ - Verification: `py_compile` passed; smoke checks confirm `{"S": 1}` -> `{"sheep": 1}`, `{"B": 1}` -> `{"brick": 1}`, and GameManager accepts compact resource keys.
example_answer.md DELETED
@@ -1,12 +0,0 @@
1
- {
2
- "internal_thinking": "I have 3 Sheep and 2 Wheat. I need Wood and Brick to build. I see Red asked for Sheep in the chat. My note says to trade with Red. I will offer him a deal verbally first to see if he accepts, before committing to a formal trade action. I won't pass turn yet.",
3
-
4
- "note_to_self": "Waiting for Red's response. If he says yes, I will use OFFER_TRADE action next.",
5
-
6
- "say_outloud": "Red, I have plenty of sheep. Can you give me 1 Wood and 1 Brick for 2 Sheep?",
7
-
8
- "action": {
9
- "type": "WAIT_FOR_RESPONSE",
10
- "parameters": {}
11
- }
12
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/README.md DELETED
@@ -1,77 +0,0 @@
1
- # PyCatan Examples
2
-
3
- This directory contains example code, demos, and utility scripts for the PyCatan project.
4
-
5
- ## Directory Structure
6
-
7
- ### 🎮 demos/
8
- **Game Demonstrations** - Complete playable examples showing how to use PyCatan.
9
-
10
- - **play_catan.py** - Main interactive game with CLI and web visualization
11
- - **demo_point_system.py** - Demonstration of the point numbering system
12
-
13
- Run a demo:
14
- ```bash
15
- python examples/demos/play_catan.py
16
- ```
17
-
18
- ### 🛠️ scripts/
19
- **Utility Scripts** - Helper tools for development and debugging.
20
-
21
- - **check_steal_tiles.py** - Verify robber tile stealing mechanics
22
- - **print_game_logic.py** - Print game state and logic for debugging
23
-
24
- Run a script:
25
- ```bash
26
- python examples/scripts/check_steal_tiles.py
27
- ```
28
-
29
- ### 📊 board_renderer.py
30
- Visual board rendering utility (legacy file in root of examples/).
31
-
32
- ## Usage
33
-
34
- ### Running the Interactive Game
35
-
36
- The main demo provides a full interactive Catan game experience:
37
-
38
- ```bash
39
- cd examples/demos
40
- python play_catan.py
41
- ```
42
-
43
- This will:
44
- - Start a game with configurable number of players
45
- - Provide CLI interface for actions
46
- - Launch web visualization in browser
47
- - Support all game mechanics (building, trading, development cards)
48
-
49
- ### Understanding the Point System
50
-
51
- To understand how board points are numbered:
52
-
53
- ```bash
54
- python examples/demos/demo_point_system.py
55
- ```
56
-
57
- ## Creating Your Own Game
58
-
59
- Use these examples as templates for your own games:
60
-
61
- ```python
62
- from pycatan import Game, GameManager, HumanUser
63
- from pycatan import ConsoleVisualization, WebVisualization
64
-
65
- # Create users
66
- users = [HumanUser("Alice"), HumanUser("Bob")]
67
-
68
- # Create visualizations
69
- visualizations = [
70
- ConsoleVisualization(),
71
- WebVisualization()
72
- ]
73
-
74
- # Start game
75
- manager = GameManager(users, visualizations)
76
- manager.start_game()
77
- ```
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/FIX_test_ai_live.md DELETED
@@ -1,111 +0,0 @@
1
- # ✅ תיקון: test_ai_live.py עובד עם המבנה החדש
2
-
3
- ## הבעיה שנפתרה
4
-
5
- ה-`test_ai_live.py` היה תקוע על "Waiting for NEW prompts to be generated..." כי הוא חיפש פרומפטים במבנה הישן:
6
-
7
- ```
8
- session_X/prompts/prompt_player_NH.json ❌ לא קיים יותר
9
- ```
10
-
11
- ## הפתרון
12
-
13
- עדכנו את `test_ai_live.py` לעבוד עם המבנה החדש:
14
-
15
- ```
16
- session_X/
17
- ├── NH/
18
- │ └── prompts/
19
- │ ├── prompt_1.json ✅ זה מה שהוא מחפש עכשיו
20
- │ ├── prompt_2.json
21
- │ └── ...
22
- ├── Alex/
23
- │ └── prompts/
24
- │ └── ...
25
- ```
26
-
27
- ## שינויים שבוצעו
28
-
29
- ### 1. **פונקציה `monitor_prompts()`**
30
- **לפני:**
31
- ```python
32
- prompts_dir = session_dir / 'prompts'
33
- prompt_files = sorted(prompts_dir.glob("prompt_player_*.txt"))
34
- ```
35
-
36
- **אחרי:**
37
- ```python
38
- # מצא את כל תיקיות השחקנים
39
- player_dirs = [d for d in session_dir.iterdir() if d.is_dir()]
40
-
41
- # עבור על כל שחקן
42
- for player_dir in player_dirs:
43
- prompts_subdir = player_dir / 'prompts'
44
- player_prompts = sorted(prompts_subdir.glob("prompt_*.json"))
45
- ```
46
-
47
- ### 2. **פונקציה `process_prompt()`**
48
- **לפני:**
49
- ```python
50
- player_name = prompt_file.stem.replace("prompt_player_", "")
51
- json_file = prompt_file.with_suffix('.json')
52
- ```
53
-
54
- **אחרי:**
55
- ```python
56
- # חלץ שם שחקן מהנתיב: session/player_name/prompts/prompt_N.json
57
- player_name = prompt_file.parent.parent.name
58
-
59
- # הקובץ כבר JSON - קרא ישירות
60
- with open(prompt_file, 'r') as f:
61
- prompt_json = json.load(f)
62
- ```
63
-
64
- ### 3. **עיבוד מקביל**
65
- עדכון הלוגיקה שעוקבת אחרי פרומפטים שעובדו:
66
-
67
- **לפני:**
68
- ```python
69
- processed_files[filename] = content_hash
70
- ```
71
-
72
- **אחרי:**
73
- ```python
74
- file_key = (player_name, prompt_num)
75
- processed_files[file_key] = content_hash
76
- ```
77
-
78
- ## בדיקה
79
-
80
- כדי לבדוק שהתיקון עובד:
81
-
82
- 1. **הרץ משחק עם פרומפטים:**
83
- ```bash
84
- python examples/ai_testing/play_with_prompts.py
85
- ```
86
-
87
- 2. **בטרמינל נפרד, הרץ את ה-AI tester:**
88
- ```bash
89
- python examples/ai_testing/test_ai_live.py
90
- ```
91
-
92
- 3. **אתה אמור לראות:**
93
- ```
94
- 📁 Watching: examples\ai_testing\my_games\ai_logs\session_XXXXXXX
95
- Structure: session/player_name/prompts/prompt_N.json
96
- 🤖 Model: models/gemini-2.5-flash
97
- ⏳ Waiting for NEW prompts to be generated...
98
-
99
- 🆕 Detected 3 new prompt(s)
100
- 📤 Submitting to queue: NH, Alex, Sarah
101
- ```
102
-
103
- ## מה הלאה?
104
-
105
- עכשיו המערכת מזהה פרומפטים חדשים ושולחת אותם ל-AI! 🎉
106
-
107
- הקובץ `test_ai_live.py` עכשיו:
108
- - ✅ מזהה את המבנה החדש של פרומפטים
109
- - ✅ קורא ישירות מקבצי JSON
110
- - ✅ מעבד מספר שחקנים במקביל
111
- - ✅ מסנן שחקנים שכבר יש להם בקשות פעילות
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/README_PROMPT_CHANGES.md DELETED
@@ -1,183 +0,0 @@
1
- # 🔄 עדכון: מערכת ניהול הפרומפטים החדשה
2
-
3
- תאריך: 4 ינואר 2026
4
-
5
- ## סיכום השינויים
6
-
7
- עדכנו את מערכת ניהול הפרומפטים כך שכל פרומפט נשמר עם מספר ייחודי, במקום לדרוס פרומפטים קודמים.
8
-
9
- ---
10
-
11
- ## מבנה התיקיות החדש
12
-
13
- ```
14
- examples/ai_testing/my_games/ai_logs/
15
- └── session_20260104_HHMMSS/ # כל משחק = סשן נפרד
16
- ├── current_session.txt # קישור לסשן הנוכחי
17
- ├── chat_history.json # היסטוריית צ'אט
18
- ├── agent_memories.json # זיכרונות של כל AI
19
-
20
- ├── NH/ # תיקיית שחקן NH
21
- │ ├── prompts/ # כל הפרומפטים של NH
22
- │ │ ├── prompt_1.json # פרומפט ראשון
23
- │ │ ├── prompt_1.txt # גרסה קריאה
24
- │ │ ├── prompt_2.json # פרומפט שני
25
- │ │ ├── prompt_2.txt
26
- │ │ └── ...
27
- │ └── player_NH.md # לוג מפורט של NH
28
-
29
- ├── Alex/ # תיקיית שחקן Alex
30
- │ ├── prompts/
31
- │ │ ├── prompt_1.json
32
- │ │ └── ...
33
- │ └── player_Alex.md
34
-
35
- └── Sarah/ # תיקיית שחקן Sarah
36
- ├── prompts/
37
- └── player_Sarah.md
38
- ```
39
-
40
- ---
41
-
42
- ## קבצים שהשתנו
43
-
44
- ### 1. `generate_prompts_from_state.py`
45
-
46
- #### ✅ שונה:
47
- - **`save_prompt_to_file()`** - שומר במספרים סדרתיים (`prompt_1`, `prompt_2`, ...)
48
- - **`main()`** - יוצר תיקיות לפי שחקן
49
-
50
- #### ➕ חדש:
51
- - **`get_latest_prompt(player_name)`** - מחזיר את הפרומפט העדכני ביותר
52
-
53
- **שימוש:**
54
- ```python
55
- from examples.ai_testing.generate_prompts_from_state import get_latest_prompt
56
-
57
- # קבל את הפרומפט האחרון
58
- file, data = get_latest_prompt("NH")
59
- if data:
60
- print(f"Latest: {file}")
61
- ```
62
-
63
- ---
64
-
65
- ### 2. `test_ai_live.py`
66
-
67
- #### ✅ שונה:
68
- - **`monitor_prompts()`** - מחפש ב-`player_name/prompts/` במקום `prompts/`
69
- - **`process_prompt()`** - קורא ישירות JSON במקום TXT
70
-
71
- **עכשיו עובד עם:**
72
- ```
73
- session_X/player/prompts/prompt_N.json ✅
74
- ```
75
-
76
- **במקום:**
77
- ```
78
- session_X/prompts/prompt_player_X.json ❌
79
- ```
80
-
81
- ---
82
-
83
- ### 3. `example_get_latest_prompt.py` ➕ חדש
84
-
85
- סקריפט לדוגמה שמראה איך לקבל את הפרומפט העדכני ביותר.
86
-
87
- **הרצה:**
88
- ```bash
89
- python examples/ai_testing/example_get_latest_prompt.py NH
90
- ```
91
-
92
- **פלט:**
93
- ```
94
- ✅ Found latest prompt!
95
- 📁 File: session_X/NH/prompts/prompt_5.json
96
- 📊 Size: 12,543 bytes
97
-
98
- Turn: 8
99
- Phase: MAIN_PHASE
100
- Current Player: NH
101
- ```
102
-
103
- ---
104
-
105
- ### 4. תיעוד חדש
106
-
107
- - **`PROMPT_STRUCTURE.md`** - מבנה ושימוש במערכת הפרומפטים
108
- - **`CHANGES_PROMPT_SYSTEM.md`** - סיכום השינויים (בעברית)
109
- - **`FIX_test_ai_live.md`** - הסבר על התיקון ל-`test_ai_live.py`
110
-
111
- ---
112
-
113
- ## איך להשתמש?
114
-
115
- ### תסריט רגיל (משחק עם פרומפטים)
116
-
117
- ```bash
118
- # טרמינל 1: הרץ משחק עם פרומפטים
119
- python examples/ai_testing/play_with_prompts.py
120
-
121
- # טרמינל 2: הרץ AI tester
122
- python examples/ai_testing/test_ai_live.py
123
- ```
124
-
125
- ### קבלת פרומפט עדכני בקוד
126
-
127
- ```python
128
- from examples.ai_testing.generate_prompts_from_state import get_latest_prompt
129
-
130
- # דרך 1: קבל את הפרומפט האחרון
131
- prompt_file, prompt_data = get_latest_prompt("NH")
132
-
133
- if prompt_data:
134
- # שלח ל-LLM
135
- llm_response = llm.send(prompt_data)
136
-
137
- # דרך 2: מצא את כל הפרומפטים
138
- from pathlib import Path
139
-
140
- session = Path("examples/ai_testing/my_games/ai_logs/session_XXXXX")
141
- all_prompts = sorted((session / "NH" / "prompts").glob("prompt_*.json"))
142
-
143
- # הפרומפט האחרון הוא תמיד האחרון ברשימה
144
- latest = all_prompts[-1]
145
- ```
146
-
147
- ---
148
-
149
- ## יתרונות המבנה החדש
150
-
151
- 1. ✅ **אין דריסה** - כל פרומפט נשמר
152
- 2. ✅ **היסטוריה מלאה** - תמיד יש גישה לפרומפטים קודמים
153
- 3. ✅ **קל למעקב** - המספר הגבוה ביותר = העדכני ביותר
154
- 4. ✅ **ארגון ברור** - כל שחקן בתיקייה נפרדת
155
- 5. ✅ **קל לדיבאג** - אפשר להשוות פרומפטים בין תורים
156
-
157
- ---
158
-
159
- ## שינויים עתידיים אפשריים
160
-
161
- - [ ] הוספת תיקיית `responses/` לכל שחקן
162
- - [ ] יצירת זוגות prompt-response לאימון
163
- - [ ] ניקוי אוטומטי של סשנים ישנים
164
- - [ ] דחיסת פרומפטים ארוכים
165
- - [ ] כלי להשוואת פרומפטים (diff tool)
166
-
167
- ---
168
-
169
- ## בעיות?
170
-
171
- ### בעיה: "No prompts found"
172
- **פתרון:** ודא שהרצת `play_with_prompts.py` קודם
173
-
174
- ### בעיה: "test_ai_live תקוע"
175
- **פתרון:** ודא שהסשן קיים ויש תיקיות שחקנים עם פרומפטים
176
-
177
- ### בעיה: "Player directory not found"
178
- **פתרון:** המערכת יוצרת תיקיות אוטומטית כשיש פרומפטים חדשים
179
-
180
- ---
181
-
182
- **תודה על השאלה הטובה! 🎯**
183
- עכשיו המערכת הרבה יותר נוחה לשימוש ולמעקב.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/__init__.py DELETED
@@ -1,49 +0,0 @@
1
- """
2
- ⚠️ DEPRECATED FILES - OLD AI TESTING INFRASTRUCTURE
3
-
4
- This folder contains the OLD AI testing files that have been replaced
5
- by the new unified AI system in pycatan/ai/.
6
-
7
- These files are kept for reference but should NOT be used for new development.
8
-
9
- Old Files (in this folder):
10
- - generate_prompts_from_state.py - Old prompt generation (replaced by AIManager)
11
- - play_with_prompts.py - Old game runner (replaced by play_with_ai.py)
12
- - test_ai_live.py - Old LLM tester (replaced by AIManager)
13
- - request_tracker.py - Old request tracking (replaced by AILogger)
14
- - test_optimized_prompts.py - Old prompt testing
15
- - test_new_structure.py - Old structure tests
16
- - example_get_latest_prompt.py - Old prompt retrieval
17
-
18
- New System (use these instead):
19
- - play_with_ai.py (in examples/ai_testing/) - New unified entry point
20
- - pycatan/ai/ai_manager.py - Central AI coordinator
21
- - pycatan/ai/ai_user.py - AI player wrapper
22
- - pycatan/ai/ai_logger.py - Logging system
23
- - pycatan/ai/agent_state.py - Agent state management
24
-
25
- Migration:
26
- The new system provides:
27
- 1. Cleaner separation of concerns
28
- 2. Better event tracking ("what happened" based on real events)
29
- 3. Unified logging with session management
30
- 4. Support for both manual and automatic LLM modes
31
- 5. Better parameter conversion between AI and GameManager
32
-
33
- To run a game with AI:
34
- python examples/ai_testing/play_with_ai.py
35
-
36
- For more information, see:
37
- - .github/instructions/AI_REFACTOR_PLAN.md
38
- - .github/instructions/AI_ARCHITECTURE.md
39
- """
40
-
41
- __deprecated__ = True
42
- __version__ = "1.0.0 (deprecated)"
43
-
44
- import warnings
45
- warnings.warn(
46
- "This module is deprecated. Use pycatan.ai instead.",
47
- DeprecationWarning,
48
- stacklevel=2
49
- )
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/example_get_latest_prompt.py DELETED
@@ -1,111 +0,0 @@
1
- """
2
- Example: Get Latest Prompt for a Player
3
- -----------------------------------------
4
- This script demonstrates how to retrieve the most recent prompt
5
- for a specific player from the current game session.
6
-
7
- Usage:
8
- python examples/ai_testing/example_get_latest_prompt.py [player_name]
9
- """
10
-
11
- import sys
12
- from pathlib import Path
13
-
14
- # Add parent directory to path
15
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
16
-
17
- from examples.ai_testing.generate_prompts_from_state import (
18
- get_latest_prompt,
19
- get_current_session_dir
20
- )
21
-
22
-
23
- def main():
24
- """Main entry point."""
25
- print("\n" + "="*80)
26
- print("📨 GET LATEST PROMPT FOR PLAYER")
27
- print("="*80 + "\n")
28
-
29
- # Get player name from command line or use default
30
- if len(sys.argv) > 1:
31
- player_name = sys.argv[1]
32
- else:
33
- # Try to detect from current session
34
- session_dir = get_current_session_dir()
35
- if session_dir:
36
- # List available players
37
- players = [d.name for d in session_dir.iterdir() if d.is_dir() and not d.name.startswith('.')]
38
- if players:
39
- print(f"Available players: {', '.join(players)}")
40
- player_name = players[0]
41
- print(f"Using first player: {player_name}\n")
42
- else:
43
- print("❌ No players found in session!")
44
- print("\n💡 Usage: python example_get_latest_prompt.py [player_name]")
45
- return
46
- else:
47
- print("❌ No active session found!")
48
- print("\n💡 Start a game first:")
49
- print(" python examples/ai_testing/play_and_capture.py")
50
- return
51
-
52
- # Get the latest prompt
53
- print(f"🔍 Looking for latest prompt for player: {player_name}")
54
- prompt_file, prompt_data = get_latest_prompt(player_name)
55
-
56
- if prompt_file is None:
57
- print(f"\n❌ No prompts found for player '{player_name}'")
58
- return
59
-
60
- print(f"\n✅ Found latest prompt!")
61
- print(f"📁 File: {prompt_file}")
62
- print(f"📊 Size: {prompt_file.stat().st_size:,} bytes")
63
-
64
- # Show some info about the prompt
65
- if prompt_data:
66
- print("\n" + "-"*80)
67
- print("📋 PROMPT SUMMARY")
68
- print("-"*80)
69
-
70
- # Check structure
71
- if 'prompt' in prompt_data:
72
- prompt = prompt_data['prompt']
73
-
74
- # Show game state info if available
75
- if 'game_state' in prompt:
76
- game_state = prompt['game_state']
77
- if 'meta' in game_state:
78
- meta = game_state['meta']
79
- print(f"Turn: {meta.get('turn', '?')}")
80
- print(f"Phase: {meta.get('phase', '?')}")
81
- print(f"Current Player: {meta.get('curr', '?')}")
82
-
83
- if 'players' in game_state:
84
- players = game_state['players']
85
- print(f"Players in game: {', '.join(players.keys())}")
86
-
87
- # Show task context
88
- if 'task_context' in prompt:
89
- task = prompt['task_context']
90
- what_happened = task.get('what_just_happened', '')
91
- if what_happened:
92
- print(f"\nWhat happened: {what_happened[:100]}...")
93
-
94
- print("\n" + "-"*80)
95
-
96
- # Show how to use this prompt
97
- print("\n💡 TO USE THIS PROMPT:")
98
- print(" 1. Read the JSON file:")
99
- print(f" with open('{prompt_file}', 'r') as f:")
100
- print(f" llm_request = json.load(f)")
101
- print(" ")
102
- print(" 2. Send to LLM:")
103
- print(" response = llm_client.send(llm_request)")
104
- print(" ")
105
- print(" 3. The response will be in the format specified in 'response_schema'")
106
-
107
- print("\n" + "="*80 + "\n")
108
-
109
-
110
- if __name__ == '__main__':
111
- main()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/generate_prompts_from_state.py DELETED
@@ -1,755 +0,0 @@
1
- """
2
- Generate AI Prompts from Current Game State
3
- --------------------------------------------
4
- Reads the current optimized game state and generates a complete JSON prompt
5
- for each player in the exact format to send to LLM, including response schema.
6
-
7
- Run this script DURING a game to see what prompts each AI would receive.
8
- """
9
-
10
- import sys
11
- import json
12
- from pathlib import Path
13
- from datetime import datetime
14
-
15
- # Add parent directory to path
16
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
17
-
18
- from pycatan.ai.prompt_manager import PromptManager
19
- from pycatan.ai.config import AIConfig
20
- from pycatan.ai.prompt_templates import get_response_schema, get_spectator_response_schema
21
-
22
-
23
- def load_current_state():
24
- """Load the current optimized game state."""
25
- state_file = Path('examples/ai_testing/my_games/current_state_optimized.txt')
26
-
27
- if not state_file.exists():
28
- print("❌ No current game state found!")
29
- print(f" Expected: {state_file}")
30
- print("\n💡 Start a game first:")
31
- print(" python examples/ai_testing/play_and_capture.py")
32
- return None
33
-
34
- with open(state_file, 'r', encoding='utf-8') as f:
35
- content = f.read()
36
-
37
- # Find JSON after "JSON:" marker
38
- json_marker = content.find('JSON:')
39
- if json_marker != -1:
40
- json_start = content.find('{', json_marker)
41
- else:
42
- json_start = content.find('{')
43
-
44
- if json_start == -1:
45
- print("❌ Could not find JSON in state file!")
46
- return None
47
-
48
- json_str = content[json_start:].strip()
49
-
50
- try:
51
- return json.loads(json_str)
52
- except json.JSONDecodeError as e:
53
- print(f"❌ JSON parsing error: {e}")
54
- return None
55
-
56
-
57
- def load_full_state():
58
- """Load the full (non-optimized) game state with allowed_actions."""
59
- state_file = Path('examples/ai_testing/my_games/current_state.json')
60
-
61
- if not state_file.exists():
62
- print("❌ No current game state found!")
63
- return None
64
-
65
- try:
66
- with open(state_file, 'r', encoding='utf-8') as f:
67
- data = json.load(f)
68
- return data.get('state', {})
69
- except (json.JSONDecodeError, IOError) as e:
70
- print(f"❌ Error loading state: {e}")
71
- return None
72
-
73
-
74
- def get_current_session_dir():
75
- """
76
- Get the current active session directory.
77
-
78
- Returns:
79
- Path object to session directory, or None if not found
80
- """
81
- session_file = Path('examples/ai_testing/my_games/current_session.txt')
82
-
83
- print(f" 🔍 Looking for session file: {session_file.absolute()}")
84
-
85
- if session_file.exists():
86
- try:
87
- with open(session_file, 'r', encoding='utf-8') as f:
88
- session_path = f.read().strip()
89
- session_dir = Path(session_path)
90
- print(f" 📂 Found session path: {session_dir}")
91
- if session_dir.exists():
92
- print(f" ✅ Session directory exists!")
93
- return session_dir
94
- else:
95
- print(f" ⚠️ Session directory doesn't exist yet")
96
- except Exception as e:
97
- print(f"⚠️ Error reading session file: {e}")
98
- else:
99
- print(f" ⚠️ Session file not found")
100
-
101
- return None
102
-
103
-
104
- def load_agent_memories(session_dir=None):
105
- """
106
- Load agent memories (note_to_self) from the current session.
107
-
108
- Args:
109
- session_dir: Path to session directory, or None to auto-detect
110
-
111
- Returns:
112
- Dictionary of {player_name: memory_string} or empty dict if not found
113
- """
114
- if session_dir is None:
115
- session_dir = get_current_session_dir()
116
-
117
- if session_dir is None:
118
- return {}
119
-
120
- memories_file = session_dir / 'agent_memories.json'
121
-
122
- if not memories_file.exists():
123
- return {}
124
-
125
- try:
126
- with open(memories_file, 'r', encoding='utf-8') as f:
127
- memories = json.load(f)
128
- print(f" 📝 Loaded memories for {len(memories)} agents")
129
- return memories
130
- except Exception as e:
131
- print(f" ⚠️ Could not load memories: {e}")
132
- return {}
133
-
134
-
135
- def load_chat_history(session_dir=None):
136
- """
137
- Load chat history from the current session.
138
-
139
- Args:
140
- session_dir: Path to session directory, or None to auto-detect
141
-
142
- Returns:
143
- List of chat messages or empty list if not found
144
- """
145
- if session_dir is None:
146
- session_dir = get_current_session_dir()
147
-
148
- if session_dir is None:
149
- return []
150
-
151
- chat_file = session_dir / 'chat_history.json'
152
-
153
- if not chat_file.exists():
154
- return []
155
-
156
- try:
157
- with open(chat_file, 'r', encoding='utf-8') as f:
158
- data = json.load(f)
159
- messages = data.get("messages", [])
160
- print(f" 💬 Loaded {len(messages)} chat messages")
161
- return messages
162
- except Exception as e:
163
- print(f" ⚠️ Could not load chat history: {e}")
164
- return []
165
-
166
- return None
167
-
168
-
169
- def generate_what_happened_message(full_state, optimized_state, current_player, for_spectator=False):
170
- """
171
- Generate a contextual message about what just happened in the game.
172
- Uses the actual game state to create specific descriptions.
173
-
174
- Args:
175
- full_state: Full game state with buildings, roads, etc.
176
- optimized_state: Optimized state with player info
177
- current_player: Name of player receiving this message
178
- for_spectator: If True, generate message for non-active player (3rd person)
179
-
180
- Returns:
181
- String describing what happened
182
- """
183
- if not full_state:
184
- return "It's your turn." if not for_spectator else "Waiting for other players."
185
-
186
- # Get phase info
187
- phase = full_state.get('current_phase', 'UNKNOWN')
188
-
189
- # Get buildings and roads from state
190
- settlements = full_state.get('settlements', [])
191
- roads = full_state.get('roads', [])
192
-
193
- # Get player info
194
- players_opt = optimized_state.get("players", {})
195
- meta = optimized_state.get("meta", {})
196
- curr_player = meta.get("curr")
197
-
198
- # Helper to get player name from ID
199
- player_names_list = list(players_opt.keys())
200
-
201
- def get_player_name(player_id):
202
- """Convert 0-based player ID to player name"""
203
- if 0 <= player_id < len(player_names_list):
204
- return player_names_list[player_id]
205
- return f"Player {player_id}"
206
-
207
- # SETUP PHASE LOGIC
208
- if 'SETUP' in phase:
209
- # Check if current player has a settlement but no road
210
- current_player_settlements = [s for s in settlements if get_player_name(s['player'] - 1) == curr_player]
211
- current_player_roads = [r for r in roads if get_player_name(r['player'] - 1) == curr_player]
212
-
213
- if 'FIRST_ROUND' in phase:
214
- if current_player_settlements and not current_player_roads:
215
- # Just placed first settlement, need road
216
- last_settlement = current_player_settlements[-1]
217
- node = last_settlement.get('vertex', '?')
218
-
219
- if for_spectator:
220
- return f"Player {curr_player} placed their first settlement at node {node} and is now choosing where to place their starting road."
221
- else:
222
- return f"You placed your first settlement at node {node}. Now place a road connecting to it."
223
-
224
- elif not current_player_settlements:
225
- # Need to place first settlement
226
- if for_spectator:
227
- return f"Player {curr_player} is placing their first settlement."
228
- else:
229
- return "It's your turn in the setup phase. Place your first settlement on a strategic location."
230
- else:
231
- # Both placed
232
- if for_spectator:
233
- return f"Player {curr_player} completed their first settlement and road placement."
234
- else:
235
- return "You completed your first settlement and road."
236
-
237
- elif 'SECOND_ROUND' in phase:
238
- # Count settlements for current player
239
- settlement_count = len(current_player_settlements)
240
- if settlement_count == 1:
241
- # Need second settlement
242
- if for_spectator:
243
- return f"Player {curr_player} is placing their second settlement."
244
- else:
245
- return "It's your turn in the second setup round. Place your second settlement."
246
-
247
- elif settlement_count == 2 and len(current_player_roads) == 1:
248
- # Just placed second settlement, need second road
249
- last_settlement = current_player_settlements[-1]
250
- node = last_settlement.get('vertex', '?')
251
-
252
- if for_spectator:
253
- return f"Player {curr_player} placed their second settlement at node {node} and is placing their second road."
254
- else:
255
- return f"You placed your second settlement at node {node}. Now place your second starting road."
256
- else:
257
- if for_spectator:
258
- return f"Player {curr_player} is completing their second settlement and road."
259
- else:
260
- return "Complete your second settlement and road placement."
261
-
262
- # NORMAL PLAY LOGIC
263
- elif 'NORMAL' in phase:
264
- dice = full_state.get('dice_result')
265
- allowed = full_state.get('allowed_actions', [])
266
-
267
- # Check for special situations
268
- if 'DISCARD_CARDS' in allowed:
269
- player_data = full_state.get('players', [])
270
- if player_data and not for_spectator:
271
- for p in player_data:
272
- if p.get('name') == current_player or p.get('id') == current_player:
273
- card_count = p.get('total_cards', 0)
274
- discard_count = card_count // 2
275
- return f"A 7 was rolled! You have {card_count} cards and must discard {discard_count} of them."
276
-
277
- if for_spectator:
278
- return f"A 7 was rolled. Players with more than 7 cards must discard. Waiting for player {curr_player}."
279
- else:
280
- return "A 7 was rolled and you have more than 7 cards. You must discard half of them."
281
-
282
- elif 'ROBBER_MOVE' in allowed:
283
- if for_spectator:
284
- return f"Player {curr_player} rolled a 7 and is moving the robber to a new hex."
285
- else:
286
- return "You rolled a 7! Move the robber to a new hex to block resources and potentially steal from opponents."
287
-
288
- elif 'STEAL_CARD' in allowed:
289
- # Try to find which players are adjacent to robber
290
- robber_hex = full_state.get('robber_position')
291
- if for_spectator:
292
- return f"Player {curr_player} moved the robber to hex {robber_hex} and is choosing who to steal from."
293
- else:
294
- return f"You moved the robber to hex {robber_hex}. Now steal a resource card from an adjacent player."
295
-
296
- elif dice:
297
- # Check if resources were distributed
298
- if dice == 7:
299
- if for_spectator:
300
- return f"A 7 was rolled by player {curr_player}. The robber is activated."
301
- else:
302
- return "A 7 was rolled! The robber is activated."
303
- else:
304
- total = sum(dice) if isinstance(dice, (list, tuple)) else dice
305
- if for_spectator:
306
- return f"Player {curr_player} rolled {total}. Resources were distributed. Waiting for their turn."
307
- else:
308
- return f"The dice rolled {total}. Resources were distributed to settlements on numbered hexes. Take your actions."
309
-
310
- elif 'ROLL_DICE' in allowed:
311
- # Beginning of turn
312
- if for_spectator:
313
- return f"Player {curr_player} is about to roll the dice."
314
- else:
315
- return "It's your turn. Roll the dice to produce resources and begin your turn."
316
-
317
- else:
318
- # Mid-turn, player can build/trade/etc
319
- if for_spectator:
320
- return f"Player {curr_player} is taking their turn. They can build, trade, or use development cards."
321
- else:
322
- settlements_count = len([s for s in settlements if get_player_name(s['player'] - 1) == curr_player])
323
- roads_count = len([r for r in roads if get_player_name(r['player'] - 1) == curr_player])
324
-
325
- if settlements_count > 2 or roads_count > 2:
326
- return f"Continue your turn. You have {settlements_count} settlements and {roads_count} roads. Build, trade, or end your turn."
327
- else:
328
- return "Continue your turn. You can build, trade with others or the bank, buy development cards, or end your turn."
329
-
330
- # DEFAULT
331
- if for_spectator:
332
- return f"It's player {curr_player}'s turn. Watch and wait, or negotiate trades."
333
- else:
334
- return "It's your turn."
335
-
336
-
337
- def get_player_colors():
338
- """Get color mappings for players (hardcoded for now)."""
339
- return {
340
- "a": "Red",
341
- "b": "Blue",
342
- "c": "White",
343
- "d": "Orange"
344
- }
345
-
346
-
347
- def convert_allowed_actions_to_prompt_format(allowed_actions_list):
348
- """
349
- Convert GameManager's allowed_actions (ActionType enum names)
350
- into the format needed for AI prompts.
351
-
352
- Args:
353
- allowed_actions_list: List of ActionType enum names (e.g., ["PLACE_STARTING_ROAD", "END_TURN"])
354
-
355
- Returns:
356
- List of action dictionaries with action, description, and example_parameters
357
- """
358
- # Map ActionType enum names to prompt-friendly format
359
- action_map = {
360
- "PLACE_STARTING_SETTLEMENT": {
361
- "action": "place_settlement",
362
- "description": "Place your starting settlement on an available node",
363
- "example_parameters": {"location": "20"}
364
- },
365
- "PLACE_STARTING_ROAD": {
366
- "action": "build_road",
367
- "description": "Place your starting road connecting to your settlement",
368
- "example_parameters": {"from": "20", "to": "21"}
369
- },
370
- "BUILD_SETTLEMENT": {
371
- "action": "build_settlement",
372
- "description": "Build a settlement on an available node (costs: wood, brick, wheat, sheep)",
373
- "example_parameters": {"location": "25"}
374
- },
375
- "BUILD_CITY": {
376
- "action": "build_city",
377
- "description": "Upgrade a settlement to a city (costs: 3 ore, 2 wheat)",
378
- "example_parameters": {"location": "20"}
379
- },
380
- "BUILD_ROAD": {
381
- "action": "build_road",
382
- "description": "Build a road on an available edge (costs: wood, brick)",
383
- "example_parameters": {"from": "20", "to": "21"}
384
- },
385
- "ROLL_DICE": {
386
- "action": "roll_dice",
387
- "description": "Roll the dice to produce resources",
388
- "example_parameters": {}
389
- },
390
- "BUY_DEV_CARD": {
391
- "action": "buy_development_card",
392
- "description": "Buy a development card (costs: ore, sheep, wheat)",
393
- "example_parameters": {}
394
- },
395
- "USE_DEV_CARD": {
396
- "action": "use_development_card",
397
- "description": "Play a development card from your hand",
398
- "example_parameters": {"card_type": "KNIGHT"}
399
- },
400
- "TRADE_PROPOSE": {
401
- "action": "propose_trade",
402
- "description": "Propose a trade with another player",
403
- "example_parameters": {"offer": ["wood"], "request": ["brick"], "target_player": "b"}
404
- },
405
- "TRADE_BANK": {
406
- "action": "trade_with_bank",
407
- "description": "Trade resources with the bank (4:1 or use ports for better rates)",
408
- "example_parameters": {"offer": ["wood", "wood", "wood", "wood"], "request": ["brick"]}
409
- },
410
- "ROBBER_MOVE": {
411
- "action": "move_robber",
412
- "description": "Move the robber to a new hex (after rolling 7)",
413
- "example_parameters": {"hex_id": "5"}
414
- },
415
- "STEAL_CARD": {
416
- "action": "steal_from_player",
417
- "description": "Steal a resource card from a player adjacent to the robber",
418
- "example_parameters": {"target_player": "b"}
419
- },
420
- "DISCARD_CARDS": {
421
- "action": "discard_cards",
422
- "description": "Discard half your cards (when 7 is rolled and you have > 7 cards)",
423
- "example_parameters": {"cards": ["wood", "brick"]}
424
- },
425
- "END_TURN": {
426
- "action": "end_turn",
427
- "description": "End your turn",
428
- "example_parameters": {}
429
- }
430
- }
431
-
432
- converted_actions = []
433
- for action_name in allowed_actions_list:
434
- if action_name in action_map:
435
- converted_actions.append(action_map[action_name])
436
- else:
437
- # Unknown action - add a generic entry
438
- converted_actions.append({
439
- "action": action_name.lower(),
440
- "description": f"Perform action: {action_name}",
441
- "example_parameters": {}
442
- })
443
-
444
- # Always add wait_for_response as an option
445
- converted_actions.append({
446
- "action": "wait_for_response",
447
- "description": "Do nothing on the board, just chat or wait for other players",
448
- "example_parameters": {}
449
- })
450
-
451
- return converted_actions
452
-
453
-
454
- def generate_prompt_for_player(player_name, game_state, prompt_manager, full_state=None, agent_memories=None, chat_history=None):
455
- """
456
- Generate a complete prompt for a specific player.
457
-
458
- Args:
459
- player_name: Name of the player (e.g., "a", "b", "c")
460
- game_state: Current game state (optimized format)
461
- prompt_manager: PromptManager instance
462
- full_state: Full state with allowed_actions (optional)
463
- agent_memories: Dictionary of agent memories (optional)
464
- chat_history: List of chat messages (optional)
465
-
466
- Returns:
467
- Complete prompt dictionary
468
- """
469
- # Get player index (0-based)
470
- players = game_state.get("players", {})
471
- player_names = list(players.keys())
472
- player_num = player_names.index(player_name) if player_name in player_names else 0
473
-
474
- # Get current phase and current player
475
- meta = game_state.get("meta", {})
476
- phase = meta.get("phase", "UNKNOWN")
477
- current_player = meta.get("curr")
478
-
479
- # Check if this is the current player's turn
480
- is_my_turn = (current_player == player_name)
481
-
482
- # Get allowed_actions from full_state if available
483
- allowed_actions_raw = []
484
- if full_state and 'allowed_actions' in full_state:
485
- allowed_actions_raw = full_state.get('allowed_actions', [])
486
-
487
- # Determine what happened and what to do
488
- if is_my_turn:
489
- # This player's turn - use allowed_actions from GameManager
490
- if allowed_actions_raw:
491
- # Convert GameManager's ActionType names to prompt format
492
- available_actions = convert_allowed_actions_to_prompt_format(allowed_actions_raw)
493
-
494
- # Generate contextual message based on actual game state
495
- what_happened = generate_what_happened_message(full_state, game_state, player_name, for_spectator=False)
496
-
497
- else:
498
- # Fallback: no allowed_actions available, make a generic message
499
- what_happened = "It's your turn."
500
- available_actions = [{
501
- "action": "wait_for_response",
502
- "description": "Wait for game state update",
503
- "example_parameters": {}
504
- }]
505
- else:
506
- # Not this player's turn - they are spectating
507
- what_happened = generate_what_happened_message(full_state, game_state, player_name, for_spectator=True)
508
- available_actions = None # No actions when not your turn
509
-
510
- # Get this player's memory (note_to_self from previous responses)
511
- agent_memory = None
512
- if agent_memories and player_name in agent_memories:
513
- agent_memory = agent_memories[player_name]
514
-
515
- # Generate the prompt
516
- prompt = prompt_manager.create_prompt(
517
- player_num=player_num,
518
- player_name=player_name,
519
- player_color="", # Color not needed
520
- game_state=game_state,
521
- what_happened=what_happened,
522
- available_actions=available_actions,
523
- chat_history=chat_history,
524
- agent_memory=agent_memory,
525
- custom_instructions=f"You are player '{player_name}'. Play strategically to win."
526
- )
527
-
528
- return prompt
529
-
530
-
531
- def save_prompt_to_file(player_name, prompt, output_dir, is_active_player=True):
532
- """
533
- Save a prompt as JSON file with response schema header.
534
- Uses sequential numbering so each new prompt gets a unique number.
535
-
536
- Args:
537
- player_name: Name of the player
538
- prompt: Complete prompt dictionary
539
- output_dir: Directory to save to
540
- is_active_player: Whether this player is currently active (affects schema)
541
-
542
- Returns:
543
- Tuple of (json_file, txt_file) paths created
544
- """
545
- # Create player-specific subdirectory: session_X/player_A/prompts/
546
- player_dir = output_dir / player_name / 'prompts'
547
- player_dir.mkdir(exist_ok=True, parents=True)
548
-
549
- # Find the next available prompt number
550
- existing_prompts = sorted(player_dir.glob('prompt_*.json'))
551
- if existing_prompts:
552
- # Extract numbers from existing files (e.g., prompt_1.json -> 1)
553
- numbers = []
554
- for p in existing_prompts:
555
- try:
556
- num = int(p.stem.split('_')[1])
557
- numbers.append(num)
558
- except (IndexError, ValueError):
559
- continue
560
- next_num = max(numbers) + 1 if numbers else 1
561
- else:
562
- next_num = 1
563
-
564
- # Create file paths with sequential numbers
565
- output_file = player_dir / f"prompt_{next_num}.json"
566
- txt_file = player_dir / f"prompt_{next_num}.txt"
567
-
568
- # Select appropriate schema
569
- schema = get_response_schema() if is_active_player else get_spectator_response_schema()
570
-
571
- # Create complete LLM request with schema + prompt
572
- llm_request = {
573
- "response_schema": schema,
574
- "system_instruction": "You are an expert Settlers of Catan player. Analyze the game state carefully and respond in the exact JSON format specified in response_schema." if is_active_player else "You are observing the game while waiting for your turn. Track what's happening, plan your strategy, and you can communicate with other players.",
575
- "prompt": prompt
576
- }
577
-
578
- with open(output_file, 'w', encoding='utf-8') as f:
579
- json.dump(llm_request, f, indent=2, ensure_ascii=False)
580
-
581
- # Also create a human-readable version
582
- with open(txt_file, 'w', encoding='utf-8') as f:
583
- f.write("="*80 + "\n")
584
- f.write(f"AI AGENT PROMPT - PLAYER {player_name.upper()}\n")
585
- f.write(f"Prompt #{next_num}\n")
586
- f.write(f"Generated: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n")
587
- f.write("="*80 + "\n\n")
588
-
589
- f.write("📋 RESPONSE SCHEMA (Expected LLM Output Format)\n")
590
- f.write("-" * 80 + "\n")
591
- f.write(json.dumps(llm_request["response_schema"], indent=2, ensure_ascii=False))
592
- f.write("\n\n")
593
-
594
- f.write("="*80 + "\n")
595
- f.write("📨 PROMPT TO SEND TO LLM\n")
596
- f.write("="*80 + "\n\n")
597
-
598
- f.write(json.dumps(prompt, indent=2, ensure_ascii=False))
599
- f.write("\n\n")
600
-
601
- f.write("="*80 + "\n")
602
- f.write("END OF PROMPT\n")
603
- f.write("="*80 + "\n")
604
-
605
- return output_file, txt_file
606
-
607
-
608
- def get_latest_prompt(player_name, session_dir=None):
609
- """
610
- Get the most recent prompt file for a specific player.
611
-
612
- Args:
613
- player_name: Name of the player
614
- session_dir: Path to session directory, or None to auto-detect
615
-
616
- Returns:
617
- Tuple of (json_file_path, prompt_dict) or (None, None) if not found
618
- """
619
- if session_dir is None:
620
- session_dir = get_current_session_dir()
621
-
622
- if session_dir is None:
623
- print(f"⚠️ No session directory found")
624
- return None, None
625
-
626
- # Look for prompts in player's subdirectory
627
- player_dir = session_dir / player_name / 'prompts'
628
-
629
- if not player_dir.exists():
630
- print(f"⚠️ No prompts directory found for player '{player_name}'")
631
- return None, None
632
-
633
- # Find all prompt files and get the latest one
634
- prompt_files = sorted(player_dir.glob('prompt_*.json'))
635
-
636
- if not prompt_files:
637
- print(f"⚠️ No prompts found for player '{player_name}'")
638
- return None, None
639
-
640
- # Get the file with the highest number
641
- latest_file = prompt_files[-1] # Already sorted, so last one is highest
642
-
643
- try:
644
- with open(latest_file, 'r', encoding='utf-8') as f:
645
- prompt_data = json.load(f)
646
- return latest_file, prompt_data
647
- except Exception as e:
648
- print(f"❌ Error reading prompt file: {e}")
649
- return None, None
650
-
651
-
652
- def main():
653
- """Main entry point - generate prompts for all players."""
654
- print("\n" + "="*80)
655
- print("🎮 AI PROMPT GENERATOR - Real Game State")
656
- print("="*80 + "\n")
657
-
658
- # Load current game state (optimized version for AI)
659
- print("📖 Loading current game state...")
660
- game_state = load_current_state()
661
-
662
- if not game_state:
663
- return
664
-
665
- # Load full state (with allowed_actions)
666
- print("📖 Loading full state (with allowed_actions)...")
667
- full_state = load_full_state()
668
-
669
- # Show basic info
670
- meta = game_state.get("meta", {})
671
- players = game_state.get("players", {})
672
-
673
- print(f"✓ Loaded game state")
674
- print(f" Phase: {meta.get('phase')}")
675
- print(f" Current Player: {meta.get('curr')}")
676
- print(f" Players: {', '.join(players.keys())}")
677
-
678
- if full_state and 'allowed_actions' in full_state:
679
- print(f" Allowed Actions: {', '.join(full_state['allowed_actions'])}")
680
- else:
681
- print(" ⚠️ Warning: No allowed_actions in state (using fallback logic)")
682
- print()
683
-
684
- # Create prompt manager
685
- config = AIConfig()
686
- prompt_manager = PromptManager(config)
687
-
688
- # Get current session directory (prompts will be saved directly under session/player_name/prompts/)
689
- session_dir = get_current_session_dir()
690
- if session_dir:
691
- output_dir = session_dir # Don't create 'prompts' subdirectory here
692
- else:
693
- # Fallback to old location if no session
694
- output_dir = Path('examples/ai_testing/my_games/prompts')
695
- output_dir.mkdir(exist_ok=True, parents=True)
696
-
697
- # Load agent memories (note_to_self from previous responses)
698
- print("📝 Loading agent memories...")
699
- agent_memories = load_agent_memories(session_dir)
700
- if agent_memories:
701
- for player, memory in agent_memories.items():
702
- print(f" 📝 {player}: {memory[:60]}..." if len(memory) > 60 else f" 📝 {player}: {memory}")
703
- else:
704
- print(" ℹ️ No memories found (first turn or new session)")
705
- print()
706
-
707
- # Load chat history
708
- print("💬 Loading chat history...")
709
- chat_history = load_chat_history(session_dir)
710
- if chat_history:
711
- print(f" 💬 Found {len(chat_history)} messages")
712
- # Show last 3 messages as preview
713
- for msg in chat_history[-3:]:
714
- print(f" {msg.get('player', '?')}: {msg.get('message', '')[:50]}...")
715
- else:
716
- print(" ℹ️ No chat history (first turn or new session)")
717
- print()
718
-
719
- print("📝 Generating prompts for each player...\n")
720
-
721
- # Generate prompt for each player
722
- for player_name in players.keys():
723
- print(f" ⚙️ Generating prompt for player '{player_name}'...")
724
-
725
- try:
726
- is_active = (player_name == meta.get("curr"))
727
- prompt = generate_prompt_for_player(player_name, game_state, prompt_manager, full_state, agent_memories, chat_history)
728
- json_file, txt_file = save_prompt_to_file(player_name, prompt, output_dir, is_active_player=is_active)
729
-
730
- status = "🎯 ACTIVE" if is_active else "👁️ WATCHING"
731
- print(f" {status}")
732
- print(f" ✓ JSON: {json_file}")
733
- print(f" ✓ TXT: {txt_file}")
734
-
735
- except Exception as e:
736
- print(f" ❌ Error: {e}")
737
- import traceback
738
- traceback.print_exc()
739
-
740
- print("\n" + "="*80)
741
- print("✅ DONE! Prompts generated successfully")
742
- print("="*80)
743
- print(f"\n📁 Output location: {output_dir.absolute()}")
744
- print(f"\n💡 Files created per player:")
745
- print(f" Structure: session_X/player_name/prompts/prompt_N.json")
746
- print(f" - prompt_N.json (Send this to LLM)")
747
- print(f" - prompt_N.txt (Human-readable)")
748
- print(f"\n💡 Each new prompt gets a new number (prompt_1, prompt_2, etc.)")
749
- print(f" Always use the highest numbered prompt (most recent)")
750
-
751
- print("\n" + "="*80 + "\n")
752
-
753
-
754
- if __name__ == '__main__':
755
- main()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/play_with_prompts.py DELETED
@@ -1,119 +0,0 @@
1
- """
2
- Play Catan with Auto-Generated Prompts
3
- ---------------------------------------
4
- This version generates AI prompts for each player at the START of every turn.
5
-
6
- During the game, you'll see:
7
- - Game proceeds normally
8
- - At each turn start, prompts are automatically generated for all players
9
- - Prompts are saved to: examples/ai_testing/my_games/prompts/
10
-
11
- This lets you see exactly what each AI agent would receive as input.
12
- """
13
-
14
- import sys
15
- from pathlib import Path
16
- import subprocess
17
- import time
18
- import threading
19
-
20
- # Add parent directory to path
21
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
22
-
23
- # Import the original capture script's functionality
24
- from examples.ai_testing import play_and_capture
25
-
26
- # Import prompt generator
27
- from examples.ai_testing.generate_prompts_from_state import main as generate_prompts
28
-
29
-
30
- def prompt_generator_thread():
31
- """
32
- Background thread that watches for state changes and generates prompts.
33
- """
34
- state_file = Path('examples/ai_testing/my_games/current_state_optimized.txt')
35
- full_state_file = Path('examples/ai_testing/my_games/current_state.json')
36
-
37
- # Initialize with current file times to avoid triggering on old files
38
- last_modified = 0
39
- if state_file.exists():
40
- last_modified = max(last_modified, state_file.stat().st_mtime)
41
- if full_state_file.exists():
42
- last_modified = max(last_modified, full_state_file.stat().st_mtime)
43
-
44
- print("\n[🤖 Prompt Generator Active - will generate prompts on state changes]")
45
-
46
- while True:
47
- try:
48
- # Check both files - use the most recent modification time
49
- current_modified = 0
50
-
51
- if state_file.exists():
52
- current_modified = max(current_modified, state_file.stat().st_mtime)
53
-
54
- if full_state_file.exists():
55
- current_modified = max(current_modified, full_state_file.stat().st_mtime)
56
-
57
- if current_modified > 0:
58
- # If file was modified, generate prompts
59
- if current_modified > last_modified:
60
- last_modified = current_modified
61
-
62
- # Wait a bit to ensure BOTH files are fully written (optimized + full state)
63
- time.sleep(0.3)
64
-
65
- print("\n" + "🔄 " + "-"*70)
66
- print("🔄 State changed - generating AI prompts for all players...")
67
- print("🔄 " + "-"*70)
68
-
69
- try:
70
- # Generate prompts
71
- generate_prompts()
72
- print("🔄 " + "-"*70)
73
- print("✅ Prompts generated! Check examples/ai_testing/my_games/prompts/")
74
- print("🔄 " + "-"*70 + "\n")
75
- except Exception as e:
76
- print(f"⚠️ Error generating prompts: {e}\n")
77
-
78
- # Check every 0.5 seconds
79
- time.sleep(0.5)
80
-
81
- except KeyboardInterrupt:
82
- break
83
- except Exception as e:
84
- # Ignore errors silently
85
- time.sleep(1)
86
-
87
-
88
- def main():
89
- """Main entry point."""
90
- print("="*80)
91
- print("🎮 CATAN WITH AUTO-GENERATED AI PROMPTS")
92
- print("="*80)
93
- print("\n📝 This version automatically generates AI prompts for each player!")
94
- print("📁 Prompts saved to: examples/ai_testing/my_games/prompts/")
95
- print("⏱️ Prompts generated at the START of each turn")
96
- print("\n" + "="*80 + "\n")
97
-
98
- # Start prompt generator thread
99
- generator = threading.Thread(target=prompt_generator_thread, daemon=True)
100
- generator.start()
101
-
102
- # Give thread time to start
103
- time.sleep(0.5)
104
-
105
- # Run the game (this will block)
106
- try:
107
- play_and_capture.main()
108
- except KeyboardInterrupt:
109
- print("\n\n✅ Game stopped")
110
- except EOFError:
111
- print("\n\n✅ Game completed")
112
- except Exception as e:
113
- print(f"\n\n❌ Error: {e}")
114
- import traceback
115
- traceback.print_exc()
116
-
117
-
118
- if __name__ == '__main__':
119
- main()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/request_tracker.py DELETED
@@ -1,167 +0,0 @@
1
- """
2
- Request Tracker - Track all AI requests with metadata
3
- ------------------------------------------------------
4
- Saves structured data about each AI request including:
5
- - What triggered it
6
- - Game context
7
- - Request/response data
8
- - Timing information
9
- """
10
-
11
- import json
12
- from pathlib import Path
13
- from datetime import datetime
14
- from typing import Dict, Any, Optional, List
15
-
16
-
17
- class RequestTracker:
18
- """Tracks all AI requests with full context and metadata."""
19
-
20
- def __init__(self, session_dir: Path):
21
- self.session_dir = session_dir
22
- self.requests_file = session_dir / "requests.json"
23
- self.requests: List[Dict[str, Any]] = []
24
- self.load()
25
-
26
- def load(self):
27
- """Load existing requests from file."""
28
- if self.requests_file.exists():
29
- try:
30
- with open(self.requests_file, 'r', encoding='utf-8') as f:
31
- data = json.load(f)
32
- self.requests = data.get("requests", [])
33
- except Exception as e:
34
- print(f"Warning: Could not load requests: {e}")
35
- self.requests = []
36
-
37
- def add_request(
38
- self,
39
- player_name: str,
40
- trigger: str,
41
- game_phase: str,
42
- current_player: str,
43
- prompt_data: Dict[str, Any],
44
- response_data: Optional[Dict[str, Any]] = None,
45
- metadata: Optional[Dict[str, Any]] = None
46
- ) -> str:
47
- """
48
- Add a new AI request.
49
-
50
- Args:
51
- player_name: Name of the player/agent
52
- trigger: What caused this request (e.g., "turn_start", "state_change")
53
- game_phase: Current game phase (e.g., "SETUP_FIRST_ROUND", "MAIN_GAME")
54
- current_player: Who's turn it is
55
- prompt_data: The prompt sent to LLM
56
- response_data: The response from LLM (optional, can be added later)
57
- metadata: Additional metadata (timing, tokens, etc.)
58
-
59
- Returns:
60
- Request ID
61
- """
62
- request_id = f"req_{len(self.requests) + 1:04d}"
63
- timestamp = datetime.now().isoformat()
64
-
65
- request = {
66
- "request_id": request_id,
67
- "timestamp": timestamp,
68
- "player_name": player_name,
69
- "trigger": trigger,
70
- "game_context": {
71
- "phase": game_phase,
72
- "current_player": current_player,
73
- },
74
- "prompt": prompt_data,
75
- "response": response_data,
76
- "raw_response": None, # Store unprocessed LLM response
77
- "metadata": metadata or {},
78
- "is_new": True # Flag for UI to show as new
79
- }
80
-
81
- self.requests.append(request)
82
- self.save()
83
- return request_id
84
-
85
- def update_response(self, request_id: str, response_data: Dict[str, Any], raw_response: Optional[str] = None, metadata: Optional[Dict[str, Any]] = None):
86
- """Update request with response data."""
87
- for req in self.requests:
88
- if req["request_id"] == request_id:
89
- req["response"] = response_data
90
- if raw_response:
91
- req["raw_response"] = raw_response
92
- if metadata:
93
- req["metadata"].update(metadata)
94
- req["response_timestamp"] = datetime.now().isoformat()
95
- self.save()
96
- return True
97
- return False
98
-
99
- def mark_as_viewed(self, request_id: str):
100
- """Mark request as viewed (not new anymore)."""
101
- for req in self.requests:
102
- if req["request_id"] == request_id:
103
- req["is_new"] = False
104
- self.save()
105
- return True
106
- return False
107
-
108
- def mark_all_as_viewed(self):
109
- """Mark all requests as viewed."""
110
- for req in self.requests:
111
- req["is_new"] = False
112
- self.save()
113
-
114
- def get_new_count(self) -> int:
115
- """Get count of new (unviewed) requests."""
116
- return sum(1 for req in self.requests if req.get("is_new", False))
117
-
118
- def get_player_requests(self, player_name: str) -> List[Dict[str, Any]]:
119
- """Get all requests for a specific player."""
120
- return [req for req in self.requests if req["player_name"] == player_name]
121
-
122
- def get_new_player_requests(self, player_name: str) -> List[Dict[str, Any]]:
123
- """Get new requests for a specific player."""
124
- return [req for req in self.requests
125
- if req["player_name"] == player_name and req.get("is_new", False)]
126
-
127
- def save(self):
128
- """Save requests to file."""
129
- try:
130
- with open(self.requests_file, 'w', encoding='utf-8') as f:
131
- json.dump({
132
- "requests": self.requests,
133
- "total_count": len(self.requests),
134
- "last_updated": datetime.now().isoformat()
135
- }, f, indent=2, ensure_ascii=False)
136
- except Exception as e:
137
- print(f"Error saving requests: {e}")
138
-
139
- def get_all_requests(self) -> List[Dict[str, Any]]:
140
- """Get all requests."""
141
- return self.requests
142
-
143
- def get_stats(self) -> Dict[str, Any]:
144
- """Get statistics about requests."""
145
- players = {}
146
- for req in self.requests:
147
- player = req["player_name"]
148
- if player not in players:
149
- players[player] = {
150
- "total": 0,
151
- "new": 0,
152
- "phases": set()
153
- }
154
- players[player]["total"] += 1
155
- if req.get("is_new", False):
156
- players[player]["new"] += 1
157
- players[player]["phases"].add(req["game_context"]["phase"])
158
-
159
- # Convert sets to lists for JSON serialization
160
- for player_data in players.values():
161
- player_data["phases"] = list(player_data["phases"])
162
-
163
- return {
164
- "total_requests": len(self.requests),
165
- "new_requests": self.get_new_count(),
166
- "players": players
167
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/test_ai_live.py DELETED
@@ -1,776 +0,0 @@
1
- """
2
- AI Agent Live Testing - Watch AI Think and Respond!
3
- ---------------------------------------------------
4
-
5
- This script:
6
- 1. Monitors for new prompts generated during gameplay
7
- 2. Sends prompts to Gemini AI for each player
8
- 3. Displays the AI's thinking and decisions in real-time
9
- 4. Saves chat messages and memories
10
- 5. Waits for you to execute moves manually
11
-
12
- Setup:
13
- - Run play_with_prompts.py to start a game
14
- - This script will automatically process AI responses
15
- """
16
-
17
- import sys
18
- import json
19
- import time
20
- import hashlib
21
- import asyncio
22
- import os
23
- from pathlib import Path
24
- from typing import Dict, Any, Optional, List, Set
25
- from datetime import datetime
26
- from dataclasses import dataclass
27
- from concurrent.futures import ThreadPoolExecutor
28
- import threading
29
-
30
- # Load environment variables from .env file
31
- from dotenv import load_dotenv
32
- load_dotenv()
33
-
34
- # Add parent directory to path
35
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
36
-
37
- # Import our AI components
38
- from pycatan.ai.llm_client import GeminiClient, LLMResponse
39
- from pycatan.ai.response_parser import ResponseParser, ParseResult
40
- from pycatan.ai.schemas import ResponseType
41
-
42
- # Import request tracker
43
- from examples.ai_testing.request_tracker import RequestTracker
44
-
45
-
46
- # ============================================================================
47
- # Configuration
48
- # ============================================================================
49
-
50
- # Load API key from environment variable
51
- GEMINI_API_KEY = os.getenv("GEMINI_API_KEY")
52
- if not GEMINI_API_KEY:
53
- raise ValueError(
54
- "❌ GEMINI_API_KEY not found in environment variables!\n"
55
- "Please set it up:\n"
56
- "1. Copy .env.example to .env\n"
57
- "2. Add your API key to .env\n"
58
- "3. Make sure .env is in .gitignore (already done ✓)"
59
- )
60
-
61
- GEMINI_MODEL = "models/gemini-2.5-flash" # As requested by user
62
-
63
- LOGS_DIR = Path("examples/ai_testing/my_games/ai_logs")
64
-
65
- # Make sure directories exist
66
- LOGS_DIR.mkdir(parents=True, exist_ok=True)
67
-
68
-
69
- # ============================================================================
70
- # Data Management
71
- # ============================================================================
72
-
73
- class ChatManager:
74
- """Manages chat history between players."""
75
-
76
- def __init__(self, file_path: Path):
77
- self.file_path = file_path
78
- self.messages: List[Dict[str, Any]] = []
79
- self.load()
80
-
81
- def load(self):
82
- """Load chat history from file."""
83
- if self.file_path.exists():
84
- try:
85
- with open(self.file_path, 'r', encoding='utf-8') as f:
86
- data = json.load(f)
87
- self.messages = data.get("messages", [])
88
- print(f"✅ Loaded {len(self.messages)} chat messages")
89
- except Exception as e:
90
- print(f"⚠️ Could not load chat history: {e}")
91
- self.messages = []
92
-
93
- def add_message(self, player: str, message: str):
94
- """Add a new chat message."""
95
- # Use simple incrementing message number instead of timestamp
96
- msg_num = len(self.messages) + 1
97
- self.messages.append({
98
- "msg": msg_num,
99
- "player": player,
100
- "message": message
101
- })
102
- self.save()
103
- print(f"💬 {player}: {message}")
104
-
105
- def save(self):
106
- """Save chat history to file."""
107
- try:
108
- with open(self.file_path, 'w', encoding='utf-8') as f:
109
- json.dump({"messages": self.messages}, f, indent=2, ensure_ascii=False)
110
- except Exception as e:
111
- print(f"❌ Failed to save chat history: {e}")
112
-
113
- def get_recent(self, limit: int = 10) -> List[Dict[str, Any]]:
114
- """Get recent messages."""
115
- return self.messages[-limit:] if self.messages else []
116
-
117
-
118
- class MemoryManager:
119
- """Manages agent memories (note_to_self)."""
120
-
121
- def __init__(self, file_path: Path):
122
- self.file_path = file_path
123
- self.memories: Dict[str, str] = {}
124
- self.load()
125
-
126
- def load(self):
127
- """Load memories from file."""
128
- if self.file_path.exists():
129
- try:
130
- with open(self.file_path, 'r', encoding='utf-8') as f:
131
- self.memories = json.load(f)
132
- print(f"✅ Loaded memories for {len(self.memories)} agents")
133
- except Exception as e:
134
- print(f"⚠️ Could not load memories: {e}")
135
- self.memories = {}
136
-
137
- def update_memory(self, player: str, note: str):
138
- """Update agent's memory."""
139
- self.memories[player] = note
140
- self.save()
141
- print(f"📝 {player} updated memory: {note[:50]}...")
142
-
143
- def get_memory(self, player: str) -> Optional[str]:
144
- """Get agent's current memory."""
145
- return self.memories.get(player)
146
-
147
- def save(self):
148
- """Save memories to file."""
149
- try:
150
- with open(self.file_path, 'w', encoding='utf-8') as f:
151
- json.dump(self.memories, f, indent=2, ensure_ascii=False)
152
- except Exception as e:
153
- print(f"❌ Failed to save memories: {e}")
154
-
155
-
156
- # ============================================================================
157
- # AI Response Handler
158
- # ============================================================================
159
-
160
- class AITester:
161
- """Handles AI testing - sends prompts and displays responses."""
162
-
163
- def __init__(self, session_dir: Path):
164
- self.llm_client = GeminiClient(
165
- model=GEMINI_MODEL,
166
- api_key=GEMINI_API_KEY,
167
- temperature=0.8,
168
- response_format="json"
169
- )
170
- self.parser = ResponseParser(enable_fallbacks=True, strict_mode=False)
171
-
172
- # Create chat and memory files INSIDE the session directory
173
- session_chat_file = session_dir / "chat_history.json"
174
- session_memory_file = session_dir / "agent_memories.json"
175
-
176
- self.chat_manager = ChatManager(session_chat_file)
177
- self.memory_manager = MemoryManager(session_memory_file)
178
- self.request_tracker = RequestTracker(session_dir)
179
- self.session_dir = session_dir
180
- self.player_logs = {} # Will store file handles per player
181
- self.consecutive_failures = 0 # Track consecutive failures
182
- self.max_consecutive_failures = 5 # Stop after 5 failures in a row
183
-
184
- # NEW: Track active requests and previous game state
185
- self.active_requests: Set[str] = set() # Player names with active requests
186
- self.active_requests_lock = threading.Lock()
187
- self.previous_game_state: Optional[Dict[str, Any]] = None
188
- self.previous_chat_count: int = 0
189
-
190
- print(f"🤖 AI Tester initialized with model: {GEMINI_MODEL}")
191
- print(f"📁 Session logs: {session_dir}")
192
- print(f"💬 Chat history: {session_chat_file}")
193
- print(f"📝 Agent memories: {session_memory_file}")
194
-
195
- def _get_player_log_file(self, player_name: str) -> Path:
196
- """Get or create log file for specific player."""
197
- if player_name not in self.player_logs:
198
- log_file = self.session_dir / f"player_{player_name}.md"
199
- self.player_logs[player_name] = log_file
200
-
201
- # Write Markdown header
202
- with open(log_file, 'w', encoding='utf-8') as f:
203
- f.write(f"# 🤖 AI Agent Log - Player {player_name.upper()}\n\n")
204
- f.write(f"---\n\n")
205
- f.write(f"**Session:** `{self.session_dir.name}`\n\n")
206
- f.write(f"**Model:** `{GEMINI_MODEL}`\n\n")
207
- f.write(f"**Started:** {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n\n")
208
- f.write(f"---\n\n")
209
-
210
- return self.player_logs[player_name]
211
-
212
- def _log_to_player_file(self, player_name: str, text: str):
213
- """Write text to player's log file."""
214
- try:
215
- log_file = self._get_player_log_file(player_name)
216
- with open(log_file, 'a', encoding='utf-8') as f:
217
- f.write(text + '\n')
218
- except Exception as e:
219
- pass
220
-
221
- def _log_structured_response(self, player_name: str, data: Dict[str, Any]):
222
- """Format and log AI response in a beautiful structured way."""
223
- self._log_to_player_file(player_name, "\n### 🎯 AI Response\n")
224
-
225
- # Internal Thinking
226
- if "internal_thinking" in data and data["internal_thinking"]:
227
- self._log_to_player_file(player_name, "#### 💭 Internal Thinking\n")
228
- self._log_to_player_file(player_name, f"> {data['internal_thinking']}\n")
229
-
230
- # Note to Self
231
- if "note_to_self" in data and data["note_to_self"]:
232
- self._log_to_player_file(player_name, "#### 📝 Note to Self\n")
233
- self._log_to_player_file(player_name, f"*\"{data['note_to_self']}\"*\n")
234
-
235
- # Say Out Loud (Chat)
236
- if "say_outloud" in data and data["say_outloud"]:
237
- self._log_to_player_file(player_name, "#### 💬 Says Out Loud\n")
238
- self._log_to_player_file(player_name, f"**\"{data['say_outloud']}\"**\n")
239
-
240
- # Action
241
- if "action" in data and data["action"]:
242
- self._log_to_player_file(player_name, "#### 🎮 Action\n")
243
- action = data["action"]
244
- self._log_to_player_file(player_name, f"- **Type:** `{action.get('type', 'N/A')}`\n")
245
- if action.get("parameters"):
246
- self._log_to_player_file(player_name, f"- **Parameters:** `{action['parameters']}`\n")
247
-
248
- # Raw JSON in collapsible section for debugging
249
- self._log_to_player_file(player_name, "\n<details>")
250
- self._log_to_player_file(player_name, "<summary><strong>🔍 Raw JSON (Debug)</strong></summary>\n")
251
- self._log_to_player_file(player_name, "```json")
252
- self._log_to_player_file(player_name, json.dumps(data, indent=2, ensure_ascii=False))
253
- self._log_to_player_file(player_name, "```")
254
- self._log_to_player_file(player_name, "</details>\n")
255
-
256
- def _check_for_changes(self, response_data: Dict[str, Any]):
257
- """
258
- Check if the response caused changes in game state or chat.
259
- If yes, trigger prompt regeneration with updated context.
260
- """
261
- try:
262
- # Load current game state
263
- state_file = Path('examples/ai_testing/my_games/current_state.json')
264
- if not state_file.exists():
265
- return
266
-
267
- with open(state_file, 'r', encoding='utf-8') as f:
268
- data = json.load(f)
269
- current_state = data.get('state', {})
270
-
271
- # Check for game state changes
272
- game_changed = False
273
- chat_changed = False
274
-
275
- if self.previous_game_state:
276
- # Compare relevant fields that indicate game changes
277
- prev_phase = self.previous_game_state.get('current_phase', '')
278
- curr_phase = current_state.get('current_phase', '')
279
-
280
- prev_player = self.previous_game_state.get('current_player', '')
281
- curr_player = current_state.get('current_player', '')
282
-
283
- prev_settlements = len(self.previous_game_state.get('settlements', []))
284
- curr_settlements = len(current_state.get('settlements', []))
285
-
286
- prev_roads = len(self.previous_game_state.get('roads', []))
287
- curr_roads = len(current_state.get('roads', []))
288
-
289
- prev_dice = self.previous_game_state.get('dice_result', '')
290
- curr_dice = current_state.get('dice_result', '')
291
-
292
- # Detect game changes
293
- if (prev_phase != curr_phase or prev_player != curr_player or
294
- prev_settlements != curr_settlements or prev_roads != curr_roads or
295
- prev_dice != curr_dice):
296
- game_changed = True
297
- print("🎲 Game state changed detected!")
298
-
299
- # Check for chat changes
300
- current_chat_count = len(self.chat_manager.messages)
301
- if current_chat_count > self.previous_chat_count:
302
- chat_changed = True
303
- print("💬 New chat message detected!")
304
-
305
- # Update tracking variables
306
- self.previous_game_state = current_state.copy() if current_state else None
307
- self.previous_chat_count = current_chat_count
308
-
309
- # If changes detected, trigger regeneration of prompts
310
- if game_changed or chat_changed:
311
- change_type = "game state" if game_changed else "chat"
312
- print(f"🔄 Detected {change_type} change - regenerating prompts...")
313
- print(f" Note: Only players without active requests will be sent new prompts")
314
- self._trigger_prompt_regeneration()
315
-
316
- except Exception as e:
317
- print(f"⚠️ Error checking for changes: {e}")
318
-
319
- def _trigger_prompt_regeneration(self):
320
- """Trigger regeneration of prompts by calling generate_prompts script."""
321
- try:
322
- from examples.ai_testing.generate_prompts_from_state import main as generate_prompts
323
- generate_prompts()
324
- except Exception as e:
325
- print(f"⚠️ Could not trigger prompt regeneration: {e}")
326
-
327
- def process_prompt(self, prompt_file: Path, executor: Optional[ThreadPoolExecutor] = None) -> Optional[Dict[str, Any]]:
328
- """
329
- Process a single prompt file.
330
-
331
- The prompt_file is now expected to be a JSON file with path:
332
- session_dir/player_name/prompts/prompt_N.json
333
-
334
- Args:
335
- prompt_file: Path to JSON prompt file
336
- executor: Optional thread pool executor (not used, kept for compatibility)
337
-
338
- Returns:
339
- Processed response data or None if failed
340
- """
341
- # Extract player name from path: session/player_name/prompts/prompt_N.json
342
- player_name = prompt_file.parent.parent.name
343
-
344
- # Check if player already has an active request
345
- with self.active_requests_lock:
346
- if player_name in self.active_requests:
347
- print(f"🚫 Skipping {player_name} - already has active request")
348
- return None
349
- self.active_requests.add(player_name)
350
-
351
- separator = "="*80
352
- header = f"🤖 PROCESSING AI AGENT - Player {player_name.upper()}"
353
-
354
- print(separator)
355
- print(header)
356
- print(separator)
357
-
358
- timestamp = datetime.now().strftime('%Y-%m-%d %H:%M:%S')
359
- request_num = len([k for k in self.player_logs.keys() if player_name in str(k)]) + 1
360
-
361
- # Read prompt JSON file directly (it's already a JSON file)
362
- try:
363
- with open(prompt_file, 'r', encoding='utf-8') as f:
364
- prompt_json = json.load(f)
365
- except Exception as e:
366
- print(f"❌ Failed to read JSON prompt file: {e}")
367
- # Remove from active requests
368
- with self.active_requests_lock:
369
- self.active_requests.discard(player_name)
370
- return None
371
-
372
- # Extract the actual prompt (the nested 'prompt' field)
373
- actual_prompt = prompt_json.get("prompt", prompt_json)
374
-
375
- # Extract game context for tracking
376
- task_context = actual_prompt.get("task_context", {})
377
- meta_data = actual_prompt.get("meta_data", {})
378
- trigger = task_context.get("what_just_happened", "Unknown trigger")
379
-
380
- # Try to extract game phase from game_state
381
- game_state_str = actual_prompt.get("game_state", "")
382
- game_phase = "Unknown"
383
- current_player_in_game = "Unknown"
384
-
385
- # Parse meta from game_state if it contains JSON
386
- if '"meta"' in game_state_str or '"Meta"' in game_state_str:
387
- try:
388
- # Try to find and parse the game state JSON
389
- import re
390
- json_match = re.search(r'\{.*"meta".*\}', game_state_str, re.DOTALL)
391
- if json_match:
392
- state_data = json.loads(json_match.group())
393
- meta = state_data.get("meta", {})
394
- game_phase = meta.get("phase", "Unknown")
395
- current_player_in_game = meta.get("curr", "Unknown")
396
- except:
397
- pass
398
-
399
- # Create request in tracker
400
- request_id = self.request_tracker.add_request(
401
- player_name=player_name,
402
- trigger=trigger,
403
- game_phase=game_phase,
404
- current_player=current_player_in_game,
405
- prompt_data=actual_prompt,
406
- response_data=None,
407
- metadata={
408
- "request_num": request_num,
409
- "timestamp": timestamp,
410
- "model": GEMINI_MODEL
411
- }
412
- )
413
-
414
- print(f"📋 Request tracked: {request_id}")
415
-
416
- # Display prompt info
417
- print(f"📤 Sending prompt to Gemini...")
418
- print(f" Model: {GEMINI_MODEL}")
419
- print(f" Player: {player_name}")
420
- print(f" Trigger: {trigger[:60]}{'...' if len(trigger) > 60 else ''}")
421
-
422
- # Write Markdown formatted log
423
- self._log_to_player_file(player_name, f"\n## 🔄 Request #{request_num}\n")
424
- self._log_to_player_file(player_name, f"**Timestamp:** {timestamp}\n\n")
425
-
426
- # Add schema section
427
- response_schema = prompt_json.get("response_schema", {})
428
- self._log_to_player_file(player_name, "<details>")
429
- self._log_to_player_file(player_name, "<summary><strong>📋 Expected Response Schema</strong></summary>\n")
430
- self._log_to_player_file(player_name, "```json")
431
- self._log_to_player_file(player_name, json.dumps(response_schema, indent=2, ensure_ascii=False))
432
- self._log_to_player_file(player_name, "```")
433
- self._log_to_player_file(player_name, "</details>\n")
434
-
435
- # Add prompt sent section
436
- self._log_to_player_file(player_name, "<details>")
437
- self._log_to_player_file(player_name, "<summary><strong>📤 Prompt Sent to Gemini</strong></summary>\n")
438
- self._log_to_player_file(player_name, "```json")
439
- self._log_to_player_file(player_name, json.dumps(actual_prompt, indent=2, ensure_ascii=False))
440
- self._log_to_player_file(player_name, "```")
441
- self._log_to_player_file(player_name, "</details>\n")
442
-
443
- # Send to LLM (schema is already in correct format from prompt_templates.py)
444
- start_time = time.time()
445
- llm_response = self.llm_client.generate_with_retry(
446
- prompt=json.dumps(actual_prompt),
447
- max_retries=3,
448
- response_schema=response_schema
449
- )
450
-
451
- if not llm_response.success:
452
- error_msg = f"❌ LLM request failed: {llm_response.error}"
453
- print(error_msg)
454
- self._log_to_player_file(player_name, f"\n{error_msg}")
455
-
456
- # Track consecutive failures
457
- self.consecutive_failures += 1
458
-
459
- # If it's a schema error, stop immediately to prevent repeated failures
460
- if "Unknown field for Schema" in str(llm_response.error):
461
- print("\n" + "="*80)
462
- print("🛑 CRITICAL ERROR: Schema validation failed!")
463
- print(f"Error: {llm_response.error}")
464
- print("The response schema contains fields that Gemini doesn't support.")
465
- print("Gemini only supports: type, properties, required, description, items, enum")
466
- print("Stopping to prevent repeated failures.")
467
- print("="*80 + "\n")
468
- raise RuntimeError("Schema validation error - stopping")
469
-
470
- return None
471
-
472
- # Reset failure counter on success
473
- self.consecutive_failures = 0
474
-
475
- print(f"✅ Response received ({llm_response.latency_seconds:.2f}s)")
476
- print(f" Tokens: {llm_response.total_tokens} (prompt: {llm_response.prompt_tokens}, completion: {llm_response.completion_tokens})")
477
-
478
- # Log response metadata
479
- self._log_to_player_file(player_name, "\n### ✅ Response Received\n")
480
- self._log_to_player_file(player_name, f"- **Latency:** {llm_response.latency_seconds:.2f}s")
481
- self._log_to_player_file(player_name, f"- **Tokens:** {llm_response.total_tokens} (prompt: {llm_response.prompt_tokens}, completion: {llm_response.completion_tokens})\n")
482
-
483
- # Log raw response
484
- self._log_to_player_file(player_name, "<details>")
485
- self._log_to_player_file(player_name, "<summary><strong>📥 Raw Response from Gemini</strong></summary>\n")
486
- self._log_to_player_file(player_name, "```json")
487
- self._log_to_player_file(player_name, llm_response.content)
488
- self._log_to_player_file(player_name, "```")
489
- self._log_to_player_file(player_name, "</details>\n")
490
-
491
- # Determine response type based on whether action is expected
492
- constraints = actual_prompt.get("constraints", {})
493
- allowed_actions = constraints.get("allowed_actions", [])
494
-
495
- # If there are allowed actions, expect ACTIVE_TURN response (with action field)
496
- # Otherwise, expect OBSERVING response (just thinking)
497
- response_type = ResponseType.ACTIVE_TURN if allowed_actions else ResponseType.OBSERVING
498
-
499
- print(f"📋 Expected response type: {response_type.value}")
500
-
501
- # Parse response
502
- parse_result = self.parser.parse(llm_response.content, response_type)
503
-
504
- if not parse_result.success:
505
- error_msg = f"❌ Failed to parse response: {parse_result.error_message}"
506
- print(error_msg)
507
- print(f"Raw response: {llm_response.content[:500]}...")
508
- self._log_to_player_file(player_name, f"\n### ❌ Parse Error\n")
509
- self._log_to_player_file(player_name, f"**Error:** {parse_result.error_message}\n")
510
- self._log_to_player_file(player_name, f"**Raw response preview:** `{llm_response.content[:500]}...`\n")
511
- return None
512
-
513
- print("✅ Response parsed successfully")
514
- self._log_to_player_file(player_name, "\n### ✅ Parse Success\n")
515
-
516
- # Update request tracker with response (including raw response)
517
- self.request_tracker.update_response(
518
- request_id=request_id,
519
- response_data=parse_result.data,
520
- raw_response=llm_response.content, # Save raw response from LLM
521
- metadata={
522
- "latency_seconds": llm_response.latency_seconds,
523
- "total_tokens": llm_response.total_tokens,
524
- "prompt_tokens": llm_response.prompt_tokens,
525
- "completion_tokens": llm_response.completion_tokens,
526
- "parse_success": True
527
- }
528
- )
529
-
530
- # Display structured response
531
- self._log_structured_response(player_name, parse_result.data)
532
-
533
- # Display the response
534
- self._display_response(player_name, parse_result.data, llm_response)
535
-
536
- # Handle chat and memory
537
- if "say_outloud" in parse_result.data and parse_result.data["say_outloud"]:
538
- self.chat_manager.add_message(player_name, parse_result.data["say_outloud"])
539
-
540
- if "note_to_self" in parse_result.data and parse_result.data["note_to_self"]:
541
- self.memory_manager.update_memory(player_name, parse_result.data["note_to_self"])
542
-
543
- # Remove from active requests when done
544
- with self.active_requests_lock:
545
- self.active_requests.discard(player_name)
546
-
547
- # Check for changes and trigger regeneration if needed
548
- self._check_for_changes(parse_result.data)
549
-
550
- return parse_result.data
551
-
552
- def _display_response(self, player: str, data: Dict[str, Any], llm_response: LLMResponse):
553
- """Display the parsed response in a nice format."""
554
- print("\n" + "="*80)
555
- print(f"🎯 AI RESPONSE - Player {player.upper()}")
556
- print("="*80)
557
-
558
- # Display thinking
559
- if "internal_thinking" in data:
560
- print(f"\n💭 Internal Thinking:")
561
- print(f" {data['internal_thinking'][:200]}...")
562
-
563
- # Display note to self
564
- if "note_to_self" in data and data["note_to_self"]:
565
- print(f"\n📝 Note to Self:")
566
- print(f" {data['note_to_self']}")
567
-
568
- # Display say outloud
569
- if "say_outloud" in data and data["say_outloud"]:
570
- print(f"\n💬 Says Out Loud:")
571
- print(f" \"{data['say_outloud']}\"")
572
-
573
- # Display action
574
- if "action" in data:
575
- print(f"\n🎮 Action:")
576
- print(f" Type: {data['action'].get('type', 'N/A')}")
577
- if data['action'].get('parameters'):
578
- print(f" Parameters: {data['action']['parameters']}")
579
-
580
- print("\n" + "="*80 + "\n")
581
-
582
- def get_stats(self):
583
- """Display statistics."""
584
- stats = self.llm_client.get_stats()
585
- print("\n" + "="*80)
586
- print("📊 AI TESTER STATISTICS")
587
- print("="*80)
588
- for key, value in stats.items():
589
- print(f" {key}: {value}")
590
- print("="*80 + "\n")
591
-
592
-
593
- # ============================================================================
594
- # Main Monitoring Loop
595
- # ============================================================================
596
-
597
- def get_or_create_session():
598
- """Always create a new session for each run."""
599
- # Use same path as generate_prompts_from_state.py
600
- current_session_file = Path("examples/ai_testing/my_games/current_session.txt")
601
-
602
- # Always create NEW session - don't reuse old ones
603
- # This prevents picking up old prompts as "new"
604
- session_time = datetime.now().strftime("%Y%m%d_%H%M%S")
605
- session_dir = LOGS_DIR / f"session_{session_time}"
606
- session_dir.mkdir(parents=True, exist_ok=True)
607
-
608
- # Save current session path for other scripts to find
609
- # Write with flush to ensure it's immediately visible
610
- with open(current_session_file, 'w') as f:
611
- f.write(str(session_dir.absolute()))
612
- f.flush()
613
-
614
- print(f"📂 Created new session: {session_dir.name}")
615
- print(f"📄 Session file: {current_session_file.absolute()}")
616
- return session_dir
617
-
618
-
619
- def monitor_prompts():
620
- """Monitor for new prompts and process them in parallel."""
621
- session_dir = get_or_create_session()
622
-
623
- tester = AITester(session_dir)
624
- processed_files = {} # Dictionary: (player, prompt_num) -> content hash when processed
625
- retry_counts = {} # Dictionary: (player, prompt_num) -> number of retry attempts
626
- MAX_RETRIES = 3
627
-
628
- # Thread pool for parallel processing
629
- executor = ThreadPoolExecutor(max_workers=4)
630
-
631
- print("="*80)
632
- print("🎮 AI AGENT LIVE TESTER (PARALLEL MODE)")
633
- print("="*80)
634
- print(f"📁 Watching: {session_dir}")
635
- print(f" Structure: session/player_name/prompts/prompt_N.json")
636
- print(f"🤖 Model: {GEMINI_MODEL}")
637
- print(f"📝 Session logs: {session_dir}")
638
- print(f"⚡ Parallel processing enabled")
639
- print(f"⏳ Waiting for NEW prompts to be generated...")
640
- print("="*80 + "\n")
641
-
642
- try:
643
- while True:
644
- # Find all player directories in session
645
- if not session_dir.exists():
646
- time.sleep(1)
647
- continue
648
-
649
- # Get all player directories
650
- player_dirs = [d for d in session_dir.iterdir() if d.is_dir() and not d.name.startswith('.')]
651
-
652
- # Collect all prompt files from all players
653
- prompt_files = []
654
- for player_dir in player_dirs:
655
- prompts_subdir = player_dir / 'prompts'
656
- if prompts_subdir.exists():
657
- # Get JSON files (not txt) with pattern prompt_N.json
658
- player_prompts = sorted(prompts_subdir.glob("prompt_*.json"))
659
- prompt_files.extend(player_prompts)
660
-
661
- # Collect new prompts to process
662
- new_prompts = []
663
-
664
- if prompt_files:
665
- for json_file in prompt_files:
666
- # Extract player name from path: session/player_name/prompts/prompt_N.json
667
- player_name = json_file.parent.parent.name
668
- prompt_num = json_file.stem # e.g., "prompt_1"
669
- file_key = (player_name, prompt_num)
670
-
671
- # Read JSON file to get content hash
672
- try:
673
- with open(json_file, 'rb') as f:
674
- content = f.read()
675
- content_hash = hashlib.md5(content).hexdigest()
676
- except Exception as e:
677
- print(f"⚠️ Could not read {json_file}: {e}")
678
- continue
679
-
680
- # Check if this is a new prompt based on content hash
681
- if file_key not in processed_files or processed_files[file_key] != content_hash:
682
- new_prompts.append((json_file, file_key, content_hash, player_name))
683
-
684
- # Process all new prompts in parallel
685
- if new_prompts:
686
- print(f"\n🆕 Detected {len(new_prompts)} new prompt(s)")
687
-
688
- # Small delay to ensure files are fully written
689
- time.sleep(0.2)
690
-
691
- # Check how many can actually be sent
692
- players_with_active_requests = []
693
- players_to_process = []
694
-
695
- for json_file, file_key, content_hash, player_name in new_prompts:
696
- # Check if player already has active request
697
- with tester.active_requests_lock:
698
- if player_name in tester.active_requests:
699
- players_with_active_requests.append(player_name)
700
- else:
701
- players_to_process.append((json_file, file_key, content_hash, player_name))
702
-
703
- # Report skipped players
704
- if players_with_active_requests:
705
- print(f"🚫 Skipping players with active requests: {', '.join(set(players_with_active_requests))}")
706
-
707
- # Report players being processed
708
- if players_to_process:
709
- player_names = [p[3] for p in players_to_process]
710
- print(f"📤 Submitting to queue: {', '.join(player_names)}")
711
-
712
- # Submit all prompts to thread pool
713
- futures = []
714
- for json_file, file_key, content_hash, player_name in players_to_process:
715
- future = executor.submit(tester.process_prompt, json_file, executor)
716
- futures.append((future, file_key, content_hash, player_name))
717
-
718
- # Wait for all to complete
719
- for future, file_key, content_hash, player_name in futures:
720
- try:
721
- result = future.result(timeout=120) # 2 minute timeout
722
- if result:
723
- processed_files[file_key] = content_hash
724
- # Reset retry count on success
725
- if file_key in retry_counts:
726
- del retry_counts[file_key]
727
- except TimeoutError:
728
- print(f"❌ Error processing prompt: TimeoutError")
729
- print(f" Request for player '{player_name}' timed out after 120 seconds")
730
-
731
- # Track retry attempts
732
- retry_counts[file_key] = retry_counts.get(file_key, 0) + 1
733
- attempts = retry_counts[file_key]
734
- print(f" ⚠️ Retry attempt {attempts}/{MAX_RETRIES}")
735
-
736
- # Check if max retries reached
737
- if attempts >= MAX_RETRIES:
738
- print(f"\n{'='*80}")
739
- print(f"🛑 CRITICAL: Player '{player_name}' failed after {MAX_RETRIES} timeout attempts")
740
- print(f"{'='*80}")
741
- print(f"Stopping execution to prevent infinite retry loop.")
742
- print(f"Check the prompt or API connection issues.")
743
- print(f"{'='*80}\n")
744
- raise RuntimeError(f"Max retries ({MAX_RETRIES}) exceeded for player '{player_name}'")
745
-
746
- # Remove from active requests so new prompts can be sent
747
- if player_name:
748
- with tester.active_requests_lock:
749
- tester.active_requests.discard(player_name)
750
- print(f" 🔄 Removed '{player_name}' from active requests - will retry")
751
- except Exception as e:
752
- print(f"❌ Error processing prompt: {e}")
753
- import traceback
754
- traceback.print_exc()
755
- # Also remove from active requests on any other error
756
- if player_name:
757
- with tester.active_requests_lock:
758
- tester.active_requests.discard(player_name)
759
-
760
- # Show stats periodically
761
- if len(processed_files) % 5 == 0 and len(processed_files) > 0:
762
- tester.get_stats()
763
-
764
- # Sleep before next check
765
- time.sleep(0.5)
766
-
767
- except KeyboardInterrupt:
768
- print("\n\n✅ AI Tester stopped")
769
- executor.shutdown(wait=True)
770
- tester.get_stats()
771
- print(f"\n📝 Session logs saved to: {session_dir}")
772
- print(f" Files: {', '.join([f.name for f in session_dir.glob('*.md')])}")
773
-
774
-
775
- if __name__ == '__main__':
776
- monitor_prompts()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/test_new_structure.py DELETED
@@ -1,99 +0,0 @@
1
- """
2
- Quick Test: Verify New Prompt Structure Works
3
- ---------------------------------------------
4
- This script tests that the new prompt management system works correctly.
5
- """
6
-
7
- import sys
8
- from pathlib import Path
9
-
10
- # Add parent directory to path
11
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
12
-
13
- from examples.ai_testing.generate_prompts_from_state import (
14
- get_latest_prompt,
15
- get_current_session_dir
16
- )
17
-
18
-
19
- def test_structure():
20
- """Test that the new directory structure can be read."""
21
- print("\n" + "="*80)
22
- print("🧪 TESTING NEW PROMPT STRUCTURE")
23
- print("="*80 + "\n")
24
-
25
- # 1. Check if session exists
26
- print("1. Checking for active session...")
27
- session_dir = get_current_session_dir()
28
-
29
- if not session_dir:
30
- print(" ❌ No active session found")
31
- print(" 💡 Run 'python examples/ai_testing/play_and_capture.py' first")
32
- return False
33
-
34
- print(f" ✅ Found session: {session_dir.name}")
35
-
36
- # 2. Check for player directories
37
- print("\n2. Checking for player directories...")
38
- player_dirs = [d for d in session_dir.iterdir()
39
- if d.is_dir() and not d.name.startswith('.')]
40
-
41
- if not player_dirs:
42
- print(" ❌ No player directories found")
43
- print(" 💡 Prompts haven't been generated yet")
44
- return False
45
-
46
- print(f" ✅ Found {len(player_dirs)} player(s): {', '.join([d.name for d in player_dirs])}")
47
-
48
- # 3. Check for prompts
49
- print("\n3. Checking for prompts...")
50
- found_any = False
51
-
52
- for player_dir in player_dirs:
53
- player_name = player_dir.name
54
- prompts_dir = player_dir / 'prompts'
55
-
56
- if prompts_dir.exists():
57
- prompts = sorted(prompts_dir.glob('prompt_*.json'))
58
- if prompts:
59
- found_any = True
60
- latest = prompts[-1]
61
- print(f" ✅ {player_name}: {len(prompts)} prompt(s)")
62
- print(f" Latest: {latest.name}")
63
-
64
- if not found_any:
65
- print(" ❌ No prompts found")
66
- print(" 💡 Play a few turns to generate prompts")
67
- return False
68
-
69
- # 4. Test get_latest_prompt function
70
- print("\n4. Testing get_latest_prompt() function...")
71
-
72
- for player_dir in player_dirs:
73
- player_name = player_dir.name
74
- prompt_file, prompt_data = get_latest_prompt(player_name, session_dir)
75
-
76
- if prompt_file and prompt_data:
77
- print(f" ✅ {player_name}: {prompt_file.name}")
78
- print(f" Size: {prompt_file.stat().st_size:,} bytes")
79
- else:
80
- print(f" ⚠️ {player_name}: No prompt data")
81
-
82
- # 5. Summary
83
- print("\n" + "="*80)
84
- print("✅ ALL TESTS PASSED!")
85
- print("="*80)
86
- print("\n💡 The new prompt structure is working correctly!")
87
- print(f"📁 Session: {session_dir}")
88
- print("\n📚 Documentation:")
89
- print(" - PROMPT_STRUCTURE.md - Full documentation")
90
- print(" - README_PROMPT_CHANGES.md - Summary of changes")
91
- print(" - FIX_test_ai_live.md - test_ai_live.py fix details")
92
- print("\n" + "="*80 + "\n")
93
-
94
- return True
95
-
96
-
97
- if __name__ == '__main__':
98
- success = test_structure()
99
- sys.exit(0 if success else 1)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/_deprecated/test_optimized_prompts.py DELETED
@@ -1,215 +0,0 @@
1
- """
2
- Test Script for Optimized Prompt System
3
- -----------------------------------------
4
- Verifies that the updated prompt system works with the new optimized state format.
5
- """
6
-
7
- import sys
8
- import json
9
- from pathlib import Path
10
-
11
- # Add parent directory to path
12
- sys.path.insert(0, str(Path(__file__).parent.parent.parent))
13
-
14
- from pycatan.ai.state_filter import StateFilter, PlayerPerspective
15
- from pycatan.ai.prompt_manager import PromptManager
16
-
17
- def load_optimized_state():
18
- """Load the optimized state from file."""
19
- state_file = Path('examples/ai_testing/my_games/current_state_optimized.txt')
20
-
21
- if not state_file.exists():
22
- # Try sample states folder
23
- state_file = Path('examples/ai_testing/sample_states/captured_game_optimized.txt')
24
-
25
- if not state_file.exists():
26
- print("❌ Optimized state file not found!")
27
- print(f" Expected: {state_file}")
28
- return None
29
-
30
- with open(state_file, 'r', encoding='utf-8') as f:
31
- content = f.read()
32
-
33
- # Find "JSON:" marker and extract JSON after it
34
- json_marker = content.find('JSON:')
35
- if json_marker != -1:
36
- json_start = content.find('{', json_marker)
37
- else:
38
- # No marker, just find first {
39
- json_start = content.find('{')
40
-
41
- if json_start == -1:
42
- print("❌ Could not find JSON in file!")
43
- return None
44
-
45
- json_str = content[json_start:].strip()
46
-
47
- try:
48
- return json.loads(json_str)
49
- except json.JSONDecodeError as e:
50
- print(f"❌ JSON parsing error: {e}")
51
- print(f" First 200 chars: {json_str[:200]}")
52
- return None
53
-
54
-
55
- def test_state_filter():
56
- """Test the state filter with optimized format."""
57
- print("\n" + "="*80)
58
- print("TEST 1: State Filter with Optimized Format")
59
- print("="*80)
60
-
61
- # Load optimized state
62
- raw_state = load_optimized_state()
63
- if not raw_state:
64
- return False
65
-
66
- print("\n✓ Loaded optimized state")
67
- print(f" Players: {list(raw_state.get('players', {}).keys())}")
68
- print(f" Phase: {raw_state.get('meta', {}).get('phase')}")
69
-
70
- # Create filter for player 'a'
71
- perspective = PlayerPerspective(
72
- player_num=0,
73
- player_name="a",
74
- player_color="Blue"
75
- )
76
- state_filter = StateFilter(perspective)
77
-
78
- print("\n✓ Created state filter for player 'a'")
79
-
80
- # Filter the state
81
- try:
82
- filtered = state_filter.filter_game_state(raw_state)
83
- print("\n✓ Successfully filtered state!")
84
-
85
- # Show what we got
86
- print(f"\nFiltered sections:")
87
- for key in filtered.keys():
88
- print(f" - {key}")
89
-
90
- # Show my info
91
- my_info = filtered.get("my_private_info", {})
92
- print(f"\nMy private info:")
93
- print(f" Victory Points: {my_info.get('victory_points')}")
94
- print(f" Resources: {my_info.get('resources')}")
95
- print(f" Has Longest Road: {my_info.get('has_longest_road')}")
96
-
97
- # Show other players
98
- others = filtered.get("other_players", [])
99
- print(f"\nOther players: {len(others)}")
100
- for player in others:
101
- print(f" - {player.get('name')}: {player.get('victory_points')} VP, {player.get('resource_count')} cards")
102
-
103
- return True
104
-
105
- except Exception as e:
106
- print(f"\n❌ Error filtering state: {e}")
107
- import traceback
108
- traceback.print_exc()
109
- return False
110
-
111
-
112
- def test_prompt_generation():
113
- """Test full prompt generation."""
114
- print("\n" + "="*80)
115
- print("TEST 2: Full Prompt Generation")
116
- print("="*80)
117
-
118
- # Load optimized state
119
- raw_state = load_optimized_state()
120
- if not raw_state:
121
- return False
122
-
123
- # Create prompt manager
124
- prompt_manager = PromptManager()
125
-
126
- print("\n✓ Created prompt manager")
127
-
128
- # Generate prompt
129
- try:
130
- prompt = prompt_manager.create_prompt(
131
- player_num=0,
132
- player_name="a",
133
- player_color="Blue",
134
- game_state=raw_state,
135
- what_happened="Game started. It's your turn to place your first settlement.",
136
- available_actions=[
137
- {
138
- "action": "place_settlement",
139
- "description": "Place your starting settlement",
140
- "example_parameters": {"node_id": 20}
141
- }
142
- ],
143
- custom_instructions="You are a strategic Catan player."
144
- )
145
-
146
- print("\n✓ Successfully generated prompt!")
147
-
148
- # Show prompt structure
149
- print(f"\nPrompt sections:")
150
- for key in prompt.keys():
151
- print(f" - {key}")
152
-
153
- # Show legend
154
- if "game_state_legend" in prompt:
155
- print("\n✓ Legend included in prompt")
156
- legend = prompt["game_state_legend"]
157
- print(f" Legend length: {len(legend)} characters")
158
-
159
- # Show game state keys
160
- game_state = prompt.get("game_state", {})
161
- print(f"\nGame state sections:")
162
- for key in game_state.keys():
163
- print(f" - {key}")
164
-
165
- # Check board state
166
- board = game_state.get("board_state", {})
167
- print(f"\nBoard state:")
168
- print(f" H array length: {len(board.get('H', []))}")
169
- print(f" N array length: {len(board.get('N', []))}")
170
- print(f" Buildings: {len(board.get('buildings', []))}")
171
- print(f" Roads: {len(board.get('roads', []))}")
172
-
173
- # Save prompt for inspection
174
- output_file = Path('examples/ai_testing/my_games/test_prompt_output.json')
175
- with open(output_file, 'w', encoding='utf-8') as f:
176
- json.dump(prompt, f, indent=2, ensure_ascii=False)
177
-
178
- print(f"\n✓ Saved full prompt to: {output_file}")
179
-
180
- return True
181
-
182
- except Exception as e:
183
- print(f"\n❌ Error generating prompt: {e}")
184
- import traceback
185
- traceback.print_exc()
186
- return False
187
-
188
-
189
- def main():
190
- """Run all tests."""
191
- print("\n" + "="*80)
192
- print("TESTING OPTIMIZED PROMPT SYSTEM")
193
- print("="*80)
194
-
195
- # Run tests
196
- test1_passed = test_state_filter()
197
- test2_passed = test_prompt_generation()
198
-
199
- # Summary
200
- print("\n" + "="*80)
201
- print("TEST SUMMARY")
202
- print("="*80)
203
- print(f"State Filter: {'✓ PASS' if test1_passed else '❌ FAIL'}")
204
- print(f"Prompt Generation: {'✓ PASS' if test2_passed else '❌ FAIL'}")
205
-
206
- if test1_passed and test2_passed:
207
- print("\n🎉 ALL TESTS PASSED! The optimized prompt system is working!")
208
- else:
209
- print("\n⚠️ Some tests failed. Check the output above for details.")
210
-
211
- print("="*80 + "\n")
212
-
213
-
214
- if __name__ == '__main__':
215
- main()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/current_session.txt CHANGED
@@ -1 +1 @@
1
- session_20260515_184409
 
1
+ session_20260515_211742
examples/ai_testing/my_games/session_20260110_123656/Bob/Bob.md DELETED
@@ -1,21 +0,0 @@
1
- # AI Agent Log: Bob
2
-
3
- **Session:** session_20260110_123656
4
- **Started:** 2026-01-10 12:36:56
5
- **Model:** gemini-2.0-flash
6
-
7
- ---
8
-
9
-
10
- ## Request #2 - 🎯 ACTIVE TURN
11
-
12
- **Time:** 12:39:32
13
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
14
-
15
-
16
- ### What Happened
17
- It's your turn.
18
-
19
- ### Prompt Sent
20
- See: [prompt_2.json](prompts/prompt_2.json)
21
-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/Alice.md DELETED
@@ -1,190 +0,0 @@
1
- # AI Agent Log: Alice
2
-
3
- **Session:** session_20260110_124344
4
- **Started:** 2026-01-10 12:43:44
5
- **Model:** gemini-2.0-flash
6
-
7
- ---
8
-
9
-
10
- ## Request #1 - 🎯 ACTIVE TURN
11
-
12
- **Time:** 12:43:47
13
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
14
-
15
-
16
- ### What Happened
17
- It's your turn.
18
-
19
- ### Prompt Sent
20
- See: [prompt_1.json](prompts/prompt_1.json)
21
-
22
- ### Response Received ✅
23
-
24
- **Latency:** 0.00s | **Tokens:** 3728 (in:2848 out:262) | **Cost:** $0.002210
25
-
26
- **Thinking:** I'm analyzing the board for the best starting settlement. Node 20 is a standout choice with 12 total pips across three resources: Wood (11), Brick (6), and Sheep (8). This provides a very strong economic foundation, specifically for early expansion since it includes the 6-Brick and 8-Sheep, which are high-probability tiles. While Node 43 has a higher pip count (13), it is exclusively Wheat, which would make early road-building difficult. Node 42 is also strong with 12 pips (Ore and Wheat), but for my first settlement, I prefer the Brick/Wood/Sheep mix to ensure I can build roads and settlements quickly. I'll place my first settlement on node 20. [Response was too brief]
27
-
28
- **Note to Self:** Placed first settlement on node 20 (6, 8, 11). Need to look for Ore and Wheat for the second settlement to balance the economy.
29
-
30
- **Says:** "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads."
31
-
32
- **Action:** **place_starting_settlement** - {"node": 20}
33
-
34
- ---
35
-
36
- ## Request #2 - 🎯 ACTIVE TURN
37
-
38
- **Time:** 12:44:28
39
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
40
-
41
-
42
- ### What Happened
43
- You just placed your starting settlement. Now place your starting road adjacent to it.
44
-
45
- ### Prompt Sent
46
- See: [prompt_2.json](prompts/prompt_2.json)
47
-
48
- ### Response Received ✅
49
-
50
- **Latency:** 0.00s | **Tokens:** 3346 (in:2672 out:262) | **Cost:** $0.002122
51
-
52
- **Thinking:** After placing my settlement on node 20 (6-8-11), I have a strong foundation for Brick, Sheep, and Wood. My road choice should lead toward either more diverse resources or a useful port. Analyzing the paths from node 20, the path toward node 10 is the strongest. It leads toward node 11 (which has high pip value) and, more importantly, the 3:1 port at node 9. Given my high production of basic materials, getting to a port early will be crucial for trading for Ore and Wheat. The other directions (19 and 21) lead toward lower-yield spots or the desert. [Response was too brief]
53
-
54
- **Note to Self:** I've started with strong Wood/Brick/Sheep. I need to prioritize Ore and Wheat for my second settlement to ensure I can build cities and buy development cards later. The 3:1 port is a priority if I can't find a good Ore/Wheat spot.
55
-
56
- **Says:** "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol"
57
-
58
- **Action:** **place_starting_road** - {"from": 20, "to": 10}
59
-
60
- ---
61
-
62
- ## Request #3 - 🎯 ACTIVE TURN
63
-
64
- **Time:** 12:51:58
65
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
66
-
67
-
68
- ### What Happened
69
- It's your turn.
70
-
71
- ### Prompt Sent
72
- See: [prompt_3.json](prompts/prompt_3.json)
73
-
74
- ### Response Received ✅
75
-
76
- **Latency:** 0.00s | **Tokens:** 1681 (in:1407 out:274) | **Cost:** $0.001525
77
-
78
- **Thinking:** I need to balance my initial Wood, Brick, and Sheep from Node 20 with some Wheat and Ore. Looking at the remaining legal nodes, Node 44 stands out. It provides Ore (H[19], O2), and high Wheat (H[18], Wh9 and H[15], Wh6), totaling 10 pips. This is one of the highest pip values left on the board and perfectly complements my existing resources, giving me a starting production of all five resources. Bob has a very strong Wheat and Ore position at Node 42, and Charlie is already heading for an Ore port near Node 25, so securing my own Ore source now is vital for building cities and development cards later. [Response was too brief]
79
-
80
- **Note to Self:** Bob has a high-yield Wheat/Ore spot at 42 and has already connected his settlements. Charlie is targeting the Ore port at 26. I have a balanced resource spread now, so I should focus on connecting my settlements or reaching a port soon.
81
-
82
- **Says:** "grabbing this spot for some wheat and ore, gotta balance things out for the early game!"
83
-
84
- **Action:** **place_starting_settlement** - {"node": 44}
85
-
86
- ---
87
-
88
- ## Request #4 - 🎯 ACTIVE TURN
89
-
90
- **Time:** 12:53:24
91
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
92
-
93
-
94
- ### What Happened
95
- You just placed your starting settlement. Now place your starting road adjacent to it.
96
-
97
- ### Prompt Sent
98
- See: [prompt_4.json](prompts/prompt_4.json)
99
-
100
- ### Response Received ✅
101
-
102
- **Latency:** 0.00s | **Tokens:** 1689 (in:1431 out:258) | **Cost:** $0.001489
103
-
104
- **Thinking:** I've placed my second settlement at Node 44, which gives me access to Ore (2) and Wheat (9, 6). Combined with my first settlement at Node 20 (Wood 11, Brick 6, Sheep 8), I now have a starting income for all five resources. My priority now is to secure a port to trade any surplus resources efficiently. Node 44 is adjacent to Node 52, which leads directly to two different 3:1 ports (Nodes 51 and 53). Pointing my road toward Node 52 is the most strategic move to facilitate early trading. [Response was too brief]
105
-
106
- **Note to Self:** I have all five resources covered with decent numbers. Focus on reaching the 3:1 port at 53 or 51 quickly. Charlie is likely heading for the Ore port at 26, and Bob has a strong Wheat setup, so I should watch for their expansion toward the center.
107
-
108
- **Says:** "pointing this one towards the coast, having all the resources is great but i'll definitely need a port to keep things moving!"
109
-
110
- **Action:** **place_starting_road** - {"from": 44, "to": 52}
111
-
112
- ---
113
-
114
- ## Request #5 - 🎯 ACTIVE TURN
115
-
116
- **Time:** 12:53:48
117
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
118
-
119
-
120
- ### What Happened
121
- It's your turn.
122
-
123
- ### Prompt Sent
124
- See: [prompt_5.json](prompts/prompt_5.json)
125
-
126
- ### Response Received ✅
127
-
128
- **Latency:** 0.00s | **Tokens:** 1667 (in:1457 out:210) | **Cost:** $0.001358
129
-
130
- **Thinking:** I am currently in a solid position with balanced resource coverage. My settlement at 20 gives me access to Brick (6), Sheep (8), and Wood (11), while my settlement at 44 provides Wheat (9, 6) and Ore (2). My immediate goals are to secure the 3:1 port at node 53 to mitigate my low Ore production and to expand toward node 10, which would double down on my high-probability Brick and Sheep tiles. Since it's the start of my turn and I have no development cards to play, my first action must be to roll the dice. [Response was too brief]
131
-
132
- **Note to Self:** Focus on reaching the 3:1 port at 53 to trade excess Wheat. Node 10 is a priority for expansion to secure more Wood/Brick/Sheep.
133
-
134
- **Says:** "alright, let's see what the dice have for us! good luck everyone."
135
-
136
- **Action:** **roll_dice**
137
-
138
- ---
139
-
140
- ## Request #6 - 🎯 ACTIVE TURN
141
-
142
- **Time:** 12:54:08
143
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
144
-
145
-
146
- ### What Happened
147
- Alice performed action: rolled the dice
148
-
149
- ### Prompt Sent
150
- See: [prompt_6.json](prompts/prompt_6.json)
151
-
152
- ### Response Received ✅
153
-
154
- **Latency:** 0.00s | **Tokens:** 1961 (in:1659 out:302) | **Cost:** $0.001736
155
-
156
- **Thinking:** Alice currently holds 1 Ore, 1 Sheep, and 2 Wheat. This is the exact combination needed for a Development Card (1 Ore, 1 Sheep, 1 Wheat). She lacks the Wood and Brick required for roads or settlements, and while she could try to trade for them, Bob (the only player with Wood and Brick in hand) likely needs them for his own expansion. Buying a Development Card early is a strong move; it could provide a Knight to handle the robber (who is currently on a Desert hex but will eventually be moved) or a progress card like Road Building, which would be incredibly valuable for reaching her target expansion at node 11 or the 3:1 port at node 53. Since she has a surplus of Wheat, this is the most efficient use of her resources this turn. [Response was too brief]
157
-
158
- **Note to Self:** Charlie is moving towards node 14. Node 11 remains a high priority for expansion as it offers a strong Brick 6 and Wood 12. Keep an eye on Bob's wood/brick supply for potential trades later.
159
-
160
- **Says:** "not a bad roll, but i'm still hurting for some wood and brick. think i'll see what the dev card deck has for me instead. good luck everyone!"
161
-
162
- **Action:** **buy_dev_card**
163
-
164
- ---
165
-
166
- ## Request #7 - 🎯 ACTIVE TURN
167
-
168
- **Time:** 12:54:59
169
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
170
-
171
-
172
- ### What Happened
173
- alice performed action: buy dev card
174
-
175
- ### Prompt Sent
176
- See: [prompt_7.json](prompts/prompt_7.json)
177
-
178
- ### Response Received ✅
179
-
180
- **Latency:** 0.00s | **Tokens:** 1959 (in:1686 out:273) | **Cost:** $0.001662
181
-
182
- **Thinking:** I have just purchased a development card, which turned out to be a 'Road Building' card. According to standard rules, I cannot play it on the same turn I bought it. I am currently left with only 1 Wheat, which isn't enough to perform any other actions like building or buying another card. My current position at node 20 gives me access to Wood 11, Brick 6, and Sheep 8, while my settlement at 44 provides Wheat 9, Ore 5, and Sheep 11. I've already placed a road towards node 10, which is a very strong spot (Brick 6, Sheep 8, Wood 12). Since I can't make any more moves this turn, I'll end it and wait for more resources to come in from the dice rolls. [Response was too brief]
183
-
184
- **Note to Self:** I have a Road Building card ready for next turn. Node 10 is my primary target for the next settlement to secure more Brick 6 and Wood 12. Charlie is currently at node 12, so I should keep an eye on his expansion towards node 11.
185
-
186
- **Says:** "all out of moves for now, let's see what the next round of rolls brings us."
187
-
188
- **Action:** **end_turn**
189
-
190
- ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_1.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 1,
3
- "timestamp": "2026-01-10T12:44:28.230174",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I'm analyzing the board for the best starting settlement. Node 20 is a standout choice with 12 total pips across three resources: Wood (11), Brick (6), and Sheep (8). This provides a very strong economic foundation, specifically for early expansion since it includes the 6-Brick and 8-Sheep, which are high-probability tiles. While Node 43 has a higher pip count (13), it is exclusively Wheat, which would make early road-building difficult. Node 42 is also strong with 12 pips (Ore and Wheat), but for my first settlement, I prefer the Brick/Wood/Sheep mix to ensure I can build roads and settlements quickly. I'll place my first settlement on node 20.\",\n \"note_to_self\": \"Placed first settlement on node 20 (6, 8, 11). Need to look for Ore and Wheat for the second settlement to balance the economy.\",\n \"say_outloud\": \"hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads.\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 20}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I'm analyzing the board for the best starting settlement. Node 20 is a standout choice with 12 total pips across three resources: Wood (11), Brick (6), and Sheep (8). This provides a very strong economic foundation, specifically for early expansion since it includes the 6-Brick and 8-Sheep, which are high-probability tiles. While Node 43 has a higher pip count (13), it is exclusively Wheat, which would make early road-building difficult. Node 42 is also strong with 12 pips (Ore and Wheat), but for my first settlement, I prefer the Brick/Wood/Sheep mix to ensure I can build roads and settlements quickly. I'll place my first settlement on node 20. [Response was too brief]",
10
- "note_to_self": "Placed first settlement on node 20 (6, 8, 11). Need to look for Ore and Wheat for the second settlement to balance the economy.",
11
- "say_outloud": "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads.",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 20
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 2848,
20
- "completion": 262,
21
- "thinking": 0,
22
- "total": 3728
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_2.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 2,
3
- "timestamp": "2026-01-10T12:44:53.219024",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"After placing my settlement on node 20 (6-8-11), I have a strong foundation for Brick, Sheep, and Wood. My road choice should lead toward either more diverse resources or a useful port. Analyzing the paths from node 20, the path toward node 10 is the strongest. It leads toward node 11 (which has high pip value) and, more importantly, the 3:1 port at node 9. Given my high production of basic materials, getting to a port early will be crucial for trading for Ore and Wheat. The other directions (19 and 21) lead toward lower-yield spots or the desert.\",\n \"note_to_self\": \"I've started with strong Wood/Brick/Sheep. I need to prioritize Ore and Wheat for my second settlement to ensure I can build cities and buy development cards later. The 3:1 port is a priority if I can't find a good Ore/Wheat spot.\",\n \"say_outloud\": \"heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 20, \\\"to\\\": 10}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "After placing my settlement on node 20 (6-8-11), I have a strong foundation for Brick, Sheep, and Wood. My road choice should lead toward either more diverse resources or a useful port. Analyzing the paths from node 20, the path toward node 10 is the strongest. It leads toward node 11 (which has high pip value) and, more importantly, the 3:1 port at node 9. Given my high production of basic materials, getting to a port early will be crucial for trading for Ore and Wheat. The other directions (19 and 21) lead toward lower-yield spots or the desert. [Response was too brief]",
10
- "note_to_self": "I've started with strong Wood/Brick/Sheep. I need to prioritize Ore and Wheat for my second settlement to ensure I can build cities and buy development cards later. The 3:1 port is a priority if I can't find a good Ore/Wheat spot.",
11
- "say_outloud": "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 20,
15
- "to": 10
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 2672,
21
- "completion": 262,
22
- "thinking": 0,
23
- "total": 3346
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_3.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 3,
3
- "timestamp": "2026-01-10T12:53:24.694296",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I need to balance my initial Wood, Brick, and Sheep from Node 20 with some Wheat and Ore. Looking at the remaining legal nodes, Node 44 stands out. It provides Ore (H[19], O2), and high Wheat (H[18], Wh9 and H[15], Wh6), totaling 10 pips. This is one of the highest pip values left on the board and perfectly complements my existing resources, giving me a starting production of all five resources. Bob has a very strong Wheat and Ore position at Node 42, and Charlie is already heading for an Ore port near Node 25, so securing my own Ore source now is vital for building cities and development cards later.\",\n \"note_to_self\": \"Bob has a high-yield Wheat/Ore spot at 42 and has already connected his settlements. Charlie is targeting the Ore port at 26. I have a balanced resource spread now, so I should focus on connecting my settlements or reaching a port soon.\",\n \"say_outloud\": \"grabbing this spot for some wheat and ore, gotta balance things out for the early game!\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 44}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I need to balance my initial Wood, Brick, and Sheep from Node 20 with some Wheat and Ore. Looking at the remaining legal nodes, Node 44 stands out. It provides Ore (H[19], O2), and high Wheat (H[18], Wh9 and H[15], Wh6), totaling 10 pips. This is one of the highest pip values left on the board and perfectly complements my existing resources, giving me a starting production of all five resources. Bob has a very strong Wheat and Ore position at Node 42, and Charlie is already heading for an Ore port near Node 25, so securing my own Ore source now is vital for building cities and development cards later. [Response was too brief]",
10
- "note_to_self": "Bob has a high-yield Wheat/Ore spot at 42 and has already connected his settlements. Charlie is targeting the Ore port at 26. I have a balanced resource spread now, so I should focus on connecting my settlements or reaching a port soon.",
11
- "say_outloud": "grabbing this spot for some wheat and ore, gotta balance things out for the early game!",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 44
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1407,
20
- "completion": 274,
21
- "thinking": 0,
22
- "total": 1681
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_4.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 4,
3
- "timestamp": "2026-01-10T12:53:48.944385",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I've placed my second settlement at Node 44, which gives me access to Ore (2) and Wheat (9, 6). Combined with my first settlement at Node 20 (Wood 11, Brick 6, Sheep 8), I now have a starting income for all five resources. My priority now is to secure a port to trade any surplus resources efficiently. Node 44 is adjacent to Node 52, which leads directly to two different 3:1 ports (Nodes 51 and 53). Pointing my road toward Node 52 is the most strategic move to facilitate early trading.\",\n \"note_to_self\": \"I have all five resources covered with decent numbers. Focus on reaching the 3:1 port at 53 or 51 quickly. Charlie is likely heading for the Ore port at 26, and Bob has a strong Wheat setup, so I should watch for their expansion toward the center.\",\n \"say_outloud\": \"pointing this one towards the coast, having all the resources is great but i'll definitely need a port to keep things moving!\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 44, \\\"to\\\": 52}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I've placed my second settlement at Node 44, which gives me access to Ore (2) and Wheat (9, 6). Combined with my first settlement at Node 20 (Wood 11, Brick 6, Sheep 8), I now have a starting income for all five resources. My priority now is to secure a port to trade any surplus resources efficiently. Node 44 is adjacent to Node 52, which leads directly to two different 3:1 ports (Nodes 51 and 53). Pointing my road toward Node 52 is the most strategic move to facilitate early trading. [Response was too brief]",
10
- "note_to_self": "I have all five resources covered with decent numbers. Focus on reaching the 3:1 port at 53 or 51 quickly. Charlie is likely heading for the Ore port at 26, and Bob has a strong Wheat setup, so I should watch for their expansion toward the center.",
11
- "say_outloud": "pointing this one towards the coast, having all the resources is great but i'll definitely need a port to keep things moving!",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 44,
15
- "to": 52
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 1431,
21
- "completion": 258,
22
- "thinking": 0,
23
- "total": 1689
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_5.json DELETED
@@ -1,24 +0,0 @@
1
- {
2
- "request_number": 5,
3
- "timestamp": "2026-01-10T12:54:08.783411",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I am currently in a solid position with balanced resource coverage. My settlement at 20 gives me access to Brick (6), Sheep (8), and Wood (11), while my settlement at 44 provides Wheat (9, 6) and Ore (2). My immediate goals are to secure the 3:1 port at node 53 to mitigate my low Ore production and to expand toward node 10, which would double down on my high-probability Brick and Sheep tiles. Since it's the start of my turn and I have no development cards to play, my first action must be to roll the dice.\",\n \"note_to_self\": \"Focus on reaching the 3:1 port at 53 to trade excess Wheat. Node 10 is a priority for expansion to secure more Wood/Brick/Sheep.\",\n \"say_outloud\": \"alright, let's see what the dice have for us! good luck everyone.\",\n \"action\": {\n \"type\": \"roll_dice\",\n \"parameters\": \"{}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "I am currently in a solid position with balanced resource coverage. My settlement at 20 gives me access to Brick (6), Sheep (8), and Wood (11), while my settlement at 44 provides Wheat (9, 6) and Ore (2). My immediate goals are to secure the 3:1 port at node 53 to mitigate my low Ore production and to expand toward node 10, which would double down on my high-probability Brick and Sheep tiles. Since it's the start of my turn and I have no development cards to play, my first action must be to roll the dice. [Response was too brief]",
10
- "note_to_self": "Focus on reaching the 3:1 port at 53 to trade excess Wheat. Node 10 is a priority for expansion to secure more Wood/Brick/Sheep.",
11
- "say_outloud": "alright, let's see what the dice have for us! good luck everyone.",
12
- "action_type": "roll_dice",
13
- "parameters": {}
14
- },
15
- "model": "gemini-3-flash-preview",
16
- "tokens": {
17
- "prompt": 1457,
18
- "completion": 210,
19
- "thinking": 0,
20
- "total": 1667
21
- },
22
- "latency_seconds": 0.0,
23
- "error": null
24
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_6.json DELETED
@@ -1,24 +0,0 @@
1
- {
2
- "request_number": 6,
3
- "timestamp": "2026-01-10T12:54:59.511146",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"Alice currently holds 1 Ore, 1 Sheep, and 2 Wheat. This is the exact combination needed for a Development Card (1 Ore, 1 Sheep, 1 Wheat). She lacks the Wood and Brick required for roads or settlements, and while she could try to trade for them, Bob (the only player with Wood and Brick in hand) likely needs them for his own expansion. Buying a Development Card early is a strong move; it could provide a Knight to handle the robber (who is currently on a Desert hex but will eventually be moved) or a progress card like Road Building, which would be incredibly valuable for reaching her target expansion at node 11 or the 3:1 port at node 53. Since she has a surplus of Wheat, this is the most efficient use of her resources this turn.\",\n \"note_to_self\": \"Charlie is moving towards node 14. Node 11 remains a high priority for expansion as it offers a strong Brick 6 and Wood 12. Keep an eye on Bob's wood/brick supply for potential trades later.\",\n \"say_outloud\": \"not a bad roll, but i'm still hurting for some wood and brick. think i'll see what the dev card deck has for me instead. good luck everyone!\",\n \"action\": {\n \"type\": \"buy_dev_card\",\n \"parameters\": \"{}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "Alice currently holds 1 Ore, 1 Sheep, and 2 Wheat. This is the exact combination needed for a Development Card (1 Ore, 1 Sheep, 1 Wheat). She lacks the Wood and Brick required for roads or settlements, and while she could try to trade for them, Bob (the only player with Wood and Brick in hand) likely needs them for his own expansion. Buying a Development Card early is a strong move; it could provide a Knight to handle the robber (who is currently on a Desert hex but will eventually be moved) or a progress card like Road Building, which would be incredibly valuable for reaching her target expansion at node 11 or the 3:1 port at node 53. Since she has a surplus of Wheat, this is the most efficient use of her resources this turn. [Response was too brief]",
10
- "note_to_self": "Charlie is moving towards node 14. Node 11 remains a high priority for expansion as it offers a strong Brick 6 and Wood 12. Keep an eye on Bob's wood/brick supply for potential trades later.",
11
- "say_outloud": "not a bad roll, but i'm still hurting for some wood and brick. think i'll see what the dev card deck has for me instead. good luck everyone!",
12
- "action_type": "buy_dev_card",
13
- "parameters": {}
14
- },
15
- "model": "gemini-3-flash-preview",
16
- "tokens": {
17
- "prompt": 1659,
18
- "completion": 302,
19
- "thinking": 0,
20
- "total": 1961
21
- },
22
- "latency_seconds": 0.0,
23
- "error": null
24
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Alice/responses/response_7.json DELETED
@@ -1,24 +0,0 @@
1
- {
2
- "request_number": 7,
3
- "timestamp": "2026-01-10T12:55:33.070633",
4
- "player_name": "Alice",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I have just purchased a development card, which turned out to be a 'Road Building' card. According to standard rules, I cannot play it on the same turn I bought it. I am currently left with only 1 Wheat, which isn't enough to perform any other actions like building or buying another card. My current position at node 20 gives me access to Wood 11, Brick 6, and Sheep 8, while my settlement at 44 provides Wheat 9, Ore 5, and Sheep 11. I've already placed a road towards node 10, which is a very strong spot (Brick 6, Sheep 8, Wood 12). Since I can't make any more moves this turn, I'll end it and wait for more resources to come in from the dice rolls.\",\n \"note_to_self\": \"I have a Road Building card ready for next turn. Node 10 is my primary target for the next settlement to secure more Brick 6 and Wood 12. Charlie is currently at node 12, so I should keep an eye on his expansion towards node 11.\",\n \"say_outloud\": \"all out of moves for now, let's see what the next round of rolls brings us.\",\n \"action\": {\n \"type\": \"end_turn\",\n \"parameters\": \"{}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "I have just purchased a development card, which turned out to be a 'Road Building' card. According to standard rules, I cannot play it on the same turn I bought it. I am currently left with only 1 Wheat, which isn't enough to perform any other actions like building or buying another card. My current position at node 20 gives me access to Wood 11, Brick 6, and Sheep 8, while my settlement at 44 provides Wheat 9, Ore 5, and Sheep 11. I've already placed a road towards node 10, which is a very strong spot (Brick 6, Sheep 8, Wood 12). Since I can't make any more moves this turn, I'll end it and wait for more resources to come in from the dice rolls. [Response was too brief]",
10
- "note_to_self": "I have a Road Building card ready for next turn. Node 10 is my primary target for the next settlement to secure more Brick 6 and Wood 12. Charlie is currently at node 12, so I should keep an eye on his expansion towards node 11.",
11
- "say_outloud": "all out of moves for now, let's see what the next round of rolls brings us.",
12
- "action_type": "end_turn",
13
- "parameters": {}
14
- },
15
- "model": "gemini-3-flash-preview",
16
- "tokens": {
17
- "prompt": 1686,
18
- "completion": 273,
19
- "thinking": 0,
20
- "total": 1959
21
- },
22
- "latency_seconds": 0.0,
23
- "error": null
24
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/Bob.md DELETED
@@ -1,314 +0,0 @@
1
- # AI Agent Log: Bob
2
-
3
- **Session:** session_20260110_124344
4
- **Started:** 2026-01-10 12:43:44
5
- **Model:** gemini-2.0-flash
6
-
7
- ---
8
-
9
-
10
- ## Request #1 - 🎯 ACTIVE TURN
11
-
12
- **Time:** 12:44:53
13
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
14
-
15
-
16
- ### What Happened
17
- It's your turn.
18
-
19
- ### Prompt Sent
20
- See: [prompt_1.json](prompts/prompt_1.json)
21
-
22
- ### Response Received ✅
23
-
24
- **Latency:** 0.00s | **Tokens:** 4877 (in:3656 out:291) | **Cost:** $0.002701
25
-
26
- **Thinking:** I'm looking at the board and node 43 and 42 are the highest pip values available. Node 42 (12 pips) provides a great balance of Ore (5) and Wheat (9, 9), which is essential for building cities and buying development cards later. Node 43 (13 pips) is pure Wheat, which is also tempting, but the Ore on 42 makes it more versatile. Since I'm Bob, I'll get my second placement after Charlie's two turns, so I want to secure this high-value Ore/Wheat spot now and then look for Wood/Brick on my return. Alice has already taken a spot with Brick 6 and Wood 11, so she's set for early expansion. I'll point my road toward node 41 to potentially grab that Brick 10 spot later. [Response was too brief]
27
-
28
- **Note to Self:** Alice is at node 20, focusing on Wood, Brick, and Sheep. I'm securing node 42 for a strong Ore/Wheat foundation. Need to look for Wood and Brick on the next turn to ensure I can expand.
29
-
30
- **Says:** "hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going."
31
-
32
- **Action:** **place_starting_settlement** - {"node": 42}
33
-
34
- ---
35
-
36
- ## Request #2 - 🎯 ACTIVE TURN
37
-
38
- **Time:** 12:45:35
39
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
40
-
41
-
42
- ### What Happened
43
- You just placed your starting settlement. Now place your starting road adjacent to it.
44
-
45
- ### Prompt Sent
46
- See: [prompt_2.json](prompts/prompt_2.json)
47
-
48
- ### Response Received ✅
49
-
50
- **Latency:** 0.00s | **Tokens:** 1364 (in:1080 out:284) | **Cost:** $0.001392
51
-
52
- **Thinking:** I placed my first settlement on node 42, which gives me great access to Wheat (9, 9) and Ore (5). Now I need to decide where to point my road.
53
-
54
- Looking at the options:
55
- 1. Road to 41: This leads towards node 31, which would give me access to Brick (10) and Wood (11). Since I currently have no Wood or Brick production, this is a priority for expansion.
56
- 2. Road to 43: This leads towards more Wheat (6) and Ore (2). While strong, it doesn't solve my lack of building materials.
57
- 3. Road to 50: This leads to a 3:1 port. Useful later, but I need to build a second settlement first.
58
-
59
- I'll point my road towards 41 to set up a path to node 31 or node 40 (which has Wood/Brick access). [Response was too brief]
60
-
61
- **Note to Self:** Headed towards node 41 to secure a path to Brick (Hex 13) and Wood (Hex 9). Need to ensure my second settlement provides Wood/Brick or a strong port to leverage all this Wheat.
62
-
63
- **Says:** "pointing my road towards the middle, really need to find some brick and wood to go with all this wheat!"
64
-
65
- **Action:** **place_starting_road** - {"from": 42, "to": 41}
66
-
67
- ---
68
-
69
- ## Request #3 - 🎯 ACTIVE TURN
70
-
71
- **Time:** 12:50:10
72
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
73
-
74
-
75
- ### What Happened
76
- It's your turn.
77
-
78
- ### Prompt Sent
79
- See: [prompt_3.json](prompts/prompt_3.json)
80
-
81
- ### Response Received ✅
82
-
83
- **Latency:** 0.00s | **Tokens:** 5433 (in:4251 out:297) | **Cost:** $0.003017
84
-
85
- **Thinking:** I have a very strong start with Wheat and Ore at node 42 (pips: 4, 4, 4 = 12). For my second settlement, I need to prioritize Wood and Brick to build roads and expand. Node 31 is the best choice: it provides Brick 10, Wood 11, and another Wheat 9. This gives me a total of 9 pips and, crucially, ensures I have four of the five resources. It also connects perfectly with my existing road at node 41, allowing me to form a continuous line from 31 to 42. This is a great foundation for Longest Road and provides a massive Wheat cluster—if a 9 rolls, I'll collect 3 Wheat in total. I'll also be within one road of the 3:1 port at node 50, which I'll need to trade my surplus Wheat. [Response was too brief]
86
-
87
- **Note to Self:** I have a massive Wheat engine starting. I need to prioritize reaching the 3:1 port at node 50 or the Wood port at node 40 to leverage this. Alice is near the sheep, so I might need to trade wheat for her sheep later.
88
-
89
- **Says:** "gonna grab this spot at 31. that 10 brick and 9 wheat look too good to pass up, and it'll help me connect my road path early on."
90
-
91
- **Action:** **place_starting_settlement** - {"node": 31}
92
-
93
- ---
94
-
95
- ## Request #4 - 🎯 ACTIVE TURN
96
-
97
- **Time:** 12:51:37
98
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
99
-
100
-
101
- ### What Happened
102
- You just placed your starting settlement. Now place your starting road adjacent to it.
103
-
104
- ### Prompt Sent
105
- See: [prompt_4.json](prompts/prompt_4.json)
106
-
107
- ### Response Received ✅
108
-
109
- **Latency:** 0.00s | **Tokens:** 1630 (in:1377 out:253) | **Cost:** $0.001448
110
-
111
- **Thinking:** I've just placed my second settlement at node 31, which gives me access to Wheat (9), Brick (10), and Wood (11). Combined with my first settlement at node 42 (Wheat 9, Ore 5), I have a very strong production on 9s. My goal is to connect these two settlements to secure the Longest Road potential and move toward the ports. Node 41 is the direct link between 31 and 42. By placing my road from 31 to 41, I complete the connection to my existing road [42, 41]. This also puts me in a prime position to expand toward the Wood port at node 40 or the 3:1 port at node 50. [Response was too brief]
112
-
113
- **Note to Self:** I now have a connected road between my two settlements. My next priority is to build a settlement on node 41 or 40 to get that Wood port, as I'll have plenty of Wheat to trade away.
114
-
115
- **Says:** "alright, connecting these two up. that 9 wheat is gonna be huge for me if the dice cooperate!"
116
-
117
- **Action:** **place_starting_road** - {"from": 31, "to": 41}
118
-
119
- ---
120
-
121
- ## Request #5 - 🎯 ACTIVE TURN
122
-
123
- **Time:** 12:55:33
124
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
125
-
126
-
127
- ### What Happened
128
- It's your turn.
129
-
130
- ### Prompt Sent
131
- See: [prompt_5.json](prompts/prompt_5.json)
132
-
133
- ### Response Received ✅
134
-
135
- **Latency:** 0.00s | **Tokens:** 1668 (in:1429 out:239) | **Cost:** $0.001432
136
-
137
- **Thinking:** It's the start of my turn and the dice haven't been rolled yet. My current resources are 1 Brick, 1 Wood, and 1 Wheat. I have a connected road between my settlements at nodes 31 and 42, meeting at node 41. Since node 41 is only one edge away from my existing settlements, I cannot build there. My next goal is node 40, which provides access to a Wood port and is two edges away from my current settlements. I have the resources to build a road to node 40 (1 Wood, 1 Brick), but I must roll the dice first to proceed with the turn. [Response was too brief]
138
-
139
- **Note to Self:** Node 41 is blocked by the distance rule. Target node 40 for the Wood port and 10-Brick/5-Ore production. Alice has a road building card, so I need to move quickly to secure the path to the coast.
140
-
141
- **Says:** "alright, let's see what these dice have in store for us. hopefully some more wheat and brick!"
142
-
143
- **Action:** **roll_dice**
144
-
145
- ---
146
-
147
- ## Request #6 - 🎯 ACTIVE TURN
148
-
149
- **Time:** 12:55:54
150
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
151
-
152
-
153
- ### What Happened
154
- Bob performed action: rolled the dice
155
-
156
- ### Prompt Sent
157
- See: [prompt_6.json](prompts/prompt_6.json)
158
-
159
- ### Response Received ✅
160
-
161
- **Latency:** 0.00s | **Tokens:** 1652 (in:1407 out:245) | **Cost:** $0.001439
162
-
163
- **Thinking:** I rolled a 7. Looking at the board, Charlie has the strongest hand with 4 cards (including Ore, Sheep, and Wheat), while Alice is sitting on 1 card but has a hidden 'road building' dev card. Alice mentioned she's hurting for brick, and Hex 5 (Brick 6) is a high-probability tile occupied by both Alice (Node 20) and Charlie (Node 12). By blocking Hex 5, I hit both of my opponents' brick production. I'll steal from Charlie since he has more resources, specifically hoping to snag a Sheep which I need for my next settlement at the Wood port (Node 40). [Response was too brief]
164
-
165
- **Note to Self:** Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.
166
-
167
- **Says:** "sorry alice, sorry charlie. i've gotta put the brakes on that brick production for a second."
168
-
169
- **Action:** **robber_move** - {"hex": 5}
170
-
171
- ---
172
-
173
- ## Request #7 - 🎯 ACTIVE TURN
174
-
175
- **Time:** 12:56:50
176
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
177
-
178
-
179
- ### What Happened
180
- bob performed action: robber move
181
-
182
- ### Prompt Sent
183
- See: [prompt_7.json](prompts/prompt_7.json)
184
-
185
- ### Response Received ✅
186
-
187
- **Latency:** 0.00s | **Tokens:** 1609 (in:1405 out:204) | **Cost:** $0.001315
188
-
189
- **Thinking:** I've successfully placed the robber on the 6-Brick hex, which blocks both Alice and Charlie. Now I need to choose who to steal from. Alice only has one card (Wheat), while Charlie has four cards, including Sheep and Ore which are more valuable to me right now as I look toward future settlements. Charlie is the better strategic target here to maximize the chance of getting a useful resource. [Response was too brief]
190
-
191
- **Note to Self:** Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.
192
-
193
- **Says:** "sorry charlie, just looking for a little something to help me out."
194
-
195
- **Action:** **steal_card** - {"target_player": "Charlie"}
196
-
197
- ---
198
-
199
- ## Request #8 - 🎯 ACTIVE TURN
200
-
201
- **Time:** 12:57:04
202
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
203
-
204
-
205
- ### What Happened
206
- Game is starting. Place your first settlement.
207
-
208
- ### Prompt Sent
209
- See: [prompt_8.json](prompts/prompt_8.json)
210
-
211
- ### Response Received ✅
212
-
213
- **Latency:** 0.00s | **Tokens:** 1581 (in:1401 out:180) | **Cost:** $0.001240
214
-
215
- **Thinking:** I rolled a 7. I've placed the robber on hex 5 (Brick 6) to block Alice and Charlie. Charlie currently has 4 cards including Ore and Sheep, both of which I need. Alice only has 1 Wheat card left after her dev card purchase. Charlie is the much better target for a steal here to help me build toward a settlement or buy my own dev card. [Response was too brief]
216
-
217
- **Note to Self:** Charlie has Ore and Sheep. Alice is low on resources but has a hidden road building card. Need to keep an eye on her expansion.
218
-
219
- **Says:** "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit."
220
-
221
- **Action:** **steal_card** - {"target_player": "Charlie"}
222
-
223
- ---
224
-
225
- ## Request #9 - 🎯 ACTIVE TURN
226
-
227
- **Time:** 12:57:15
228
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
229
-
230
-
231
- ### What Happened
232
- Game is starting. Place your first settlement.
233
-
234
- ### Prompt Sent
235
- See: [prompt_9.json](prompts/prompt_9.json)
236
-
237
- ### Response Received ✅
238
-
239
- **Latency:** 0.00s | **Tokens:** 1579 (in:1377 out:202) | **Cost:** $0.001295
240
-
241
- **Thinking:** I rolled a 7 and moved the robber to Hex 5 (Brick 6). This affects both Charlie (Node 12) and Alice (Node 20). Charlie currently holds 4 cards (Ore, Sheep, and Wheat) whereas Alice only has 1 Wheat card. Stealing from Charlie is the strategically superior move as it offers a higher probability of acquiring a resource I need (like Ore or Sheep) and slows down the player with more resources. [Response was too brief]
242
-
243
- **Note to Self:** Charlie has a strong balanced start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.
244
-
245
- **Says:** "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit."
246
-
247
- **Action:** **steal_card** - {"target_player": "Charlie"}
248
-
249
- ---
250
-
251
- ## Request #10 - 🎯 ACTIVE TURN
252
-
253
- **Time:** 12:57:35
254
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
255
-
256
-
257
- ### What Happened
258
- Game is starting. Place your first settlement.
259
-
260
- ### Prompt Sent
261
- See: [prompt_10.json](prompts/prompt_10.json)
262
-
263
- ### Response Received ✅
264
-
265
- **Latency:** 0.00s | **Tokens:** 1592 (in:1384 out:208) | **Cost:** $0.001316
266
-
267
- **Thinking:** I have moved the robber to Hex 5, which is Charlie's Brick 6 spot. Charlie is the only player adjacent to this hex (at node 12). He currently has 4 resources: 1 Ore, 1 Sheep, and 2 Wheat. Since I need Ore and Sheep to progress towards a city or buy development cards, and Charlie has a decent hand, stealing from him is the logical choice. My current resources are 1 Brick, 1 Wood, and 1 Wheat, so getting a Sheep or Ore would be very helpful. [Response was too brief]
268
-
269
- **Note to Self:** Charlie has a strong start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.
270
-
271
- **Says:** "sorry again charlie, just looking for a little something to help me out."
272
-
273
- **Action:** **steal_card** - {"target_player": "Charlie"}
274
-
275
- ---
276
-
277
- ## Request #11 - 🎯 ACTIVE TURN
278
-
279
- **Time:** 12:57:50
280
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
281
-
282
-
283
- ### What Happened
284
- Game is starting. Place your first settlement.
285
-
286
- ### Prompt Sent
287
- See: [prompt_11.json](prompts/prompt_11.json)
288
-
289
- ### Response Received ✅
290
-
291
- **Latency:** 0.00s | **Tokens:** 3769 (in:3218 out:228) | **Cost:** $0.002293
292
-
293
- **Thinking:** The robber is currently on Hex 5 (Brick 6). Both Charlie (Node 12) and Alice (Node 20) are adjacent to this hex. Charlie currently has 4 cards (1 Ore, 1 Sheep, 2 Wheat) while Alice only has 1 card (1 Wheat). Charlie has a stronger resource spread and more cards to pick from, making him the better target for a steal. I'm looking for Sheep or Ore to help with future builds, and Charlie is the only one who can provide those right now. I've already apologized in the chat for the robber placement, so I'll proceed with the steal. [Response was too brief]
294
-
295
- **Note to Self:** Charlie has Ore and Sheep; Alice is holding a Road Building card. I need to keep an eye on Alice's expansion potential once she gets wood/brick.
296
-
297
- **Says:** "sorry again charlie, just looking for a little something to help me out."
298
-
299
- **Action:** **steal_card** - {"target_player": "Charlie"}
300
-
301
- ---
302
-
303
- ## Request #12 - 🎯 ACTIVE TURN
304
-
305
- **Time:** 12:58:20
306
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
307
-
308
-
309
- ### What Happened
310
- Game is starting. Place your first settlement.
311
-
312
- ### Prompt Sent
313
- See: [prompt_12.json](prompts/prompt_12.json)
314
-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/prompts/prompt_1.json DELETED
@@ -1,202 +0,0 @@
1
- {
2
- "request_number": 1,
3
- "timestamp": "2026-01-10T12:44:53.248206",
4
- "player_name": "Bob",
5
- "is_active_turn": true,
6
- "prompt": {
7
- "meta_data": {
8
- "agent_name": "Bob",
9
- "role": null
10
- },
11
- "task_context": {
12
- "what_just_happened": "It's your turn.",
13
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 2 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
14
- },
15
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Bob\",\"phase\":\"SETUP_FIRST_ROUND\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[20,\"Alice\",\"S\"]],\"rds\":[[[20,10],\"Alice\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":0,\"res\":{}},\"Charlie\":{\"vp\":0,\"res\":{}}}}",
16
- "social_context": {
17
- "recent_chat": [
18
- {
19
- "from": "Alice",
20
- "message": "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads."
21
- },
22
- {
23
- "from": "Alice",
24
- "message": "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol"
25
- }
26
- ]
27
- },
28
- "constraints": {
29
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
30
- "allowed_actions": [
31
- {
32
- "type": "place_starting_settlement",
33
- "description": "Place your starting settlement",
34
- "example_parameters": "{\"node\": X}"
35
- },
36
- {
37
- "type": "wait_for_response",
38
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
39
- "example_parameters": "{}"
40
- }
41
- ]
42
- }
43
- },
44
- "response_schema": {
45
- "type": "object",
46
- "required": [
47
- "internal_thinking",
48
- "action"
49
- ],
50
- "properties": {
51
- "internal_thinking": {
52
- "type": "string",
53
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
54
- "minLength": 1000
55
- },
56
- "note_to_self": {
57
- "type": "string",
58
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
59
- "maxLength": 100
60
- },
61
- "say_outloud": {
62
- "type": "string",
63
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
64
- "maxLength": 120
65
- },
66
- "action": {
67
- "type": "object",
68
- "required": [
69
- "type"
70
- ],
71
- "properties": {
72
- "type": {
73
- "type": "string",
74
- "description": "The action type (must match one from allowed_actions in constraints)"
75
- },
76
- "parameters": {
77
- "type": "string",
78
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
79
- }
80
- },
81
- "propertyOrdering": [
82
- "type",
83
- "parameters"
84
- ]
85
- }
86
- },
87
- "propertyOrdering": [
88
- "internal_thinking",
89
- "note_to_self",
90
- "say_outloud",
91
- "action"
92
- ]
93
- },
94
- "what_happened": "It's your turn.",
95
- "allowed_actions": [
96
- {
97
- "type": "place_starting_settlement",
98
- "description": "Place your starting settlement",
99
- "example_parameters": "{\"node\": X}"
100
- },
101
- {
102
- "type": "wait_for_response",
103
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
104
- "example_parameters": "{}"
105
- }
106
- ],
107
- "tools_schema": [
108
- {
109
- "name": "inspect_node",
110
- "description": "Get detailed information about a specific node on the board. USE THIS to verify node data instead of trying to interpret Arrays N and H yourself - this prevents hallucinations!",
111
- "parameters": {
112
- "type": "object",
113
- "properties": {
114
- "reasoning": {
115
- "type": "string",
116
- "description": "Explain WHY you're inspecting this specific node. What are you trying to verify or learn?"
117
- },
118
- "node_id": {
119
- "type": "integer",
120
- "description": "The node ID to inspect (e.g., 10, 18, 40)"
121
- }
122
- },
123
- "required": [
124
- "reasoning",
125
- "node_id"
126
- ]
127
- }
128
- },
129
- {
130
- "name": "find_best_nodes",
131
- "description": "Search for the best available nodes matching specific criteria. USE THIS instead of manually scanning the board - prevents missing opportunities!",
132
- "parameters": {
133
- "type": "object",
134
- "properties": {
135
- "reasoning": {
136
- "type": "string",
137
- "description": "Explain your search strategy. What kind of position are you looking for and why?"
138
- },
139
- "min_pips": {
140
- "type": "integer",
141
- "description": "Minimum total pip value (probability). Good nodes have 10+, excellent have 12+",
142
- "default": 0
143
- },
144
- "must_have_resource": {
145
- "type": "string",
146
- "description": "Required resource type (e.g., 'Wheat', 'Ore', 'Brick', 'Wood', 'Sheep')",
147
- "nullable": true
148
- },
149
- "exclude_blocked": {
150
- "type": "boolean",
151
- "description": "Skip nodes that cannot be built on (occupied or too close to other buildings)",
152
- "default": true
153
- },
154
- "prefer_port": {
155
- "type": "boolean",
156
- "description": "Prioritize nodes with port access",
157
- "default": false
158
- },
159
- "limit": {
160
- "type": "integer",
161
- "description": "Maximum number of results to return",
162
- "default": 10
163
- }
164
- },
165
- "required": [
166
- "reasoning"
167
- ]
168
- }
169
- },
170
- {
171
- "name": "analyze_path_potential",
172
- "description": "Analyze where a road path leads and what opportunities exist ahead. USE THIS to plan road building - shows ports and valuable nodes 1-2 steps away!",
173
- "parameters": {
174
- "type": "object",
175
- "properties": {
176
- "reasoning": {
177
- "type": "string",
178
- "description": "Explain your road-building strategy. Why analyze this path? What are you hoping to reach?"
179
- },
180
- "from_node": {
181
- "type": "integer",
182
- "description": "Starting node ID (where you currently have a settlement/road)"
183
- },
184
- "direction_node": {
185
- "type": "integer",
186
- "description": "Specific neighbor to analyze, or omit to see all directions",
187
- "nullable": true
188
- },
189
- "max_depth": {
190
- "type": "integer",
191
- "description": "How many steps ahead to look (1 or 2)",
192
- "default": 2
193
- }
194
- },
195
- "required": [
196
- "reasoning",
197
- "from_node"
198
- ]
199
- }
200
- }
201
- ]
202
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/prompts/prompt_2.json DELETED
@@ -1,209 +0,0 @@
1
- {
2
- "request_number": 2,
3
- "timestamp": "2026-01-10T12:45:35.851122",
4
- "player_name": "Bob",
5
- "is_active_turn": true,
6
- "prompt": {
7
- "meta_data": {
8
- "agent_name": "Bob",
9
- "role": null
10
- },
11
- "task_context": {
12
- "what_just_happened": "You just placed your starting settlement. Now place your starting road adjacent to it.",
13
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 2 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
14
- },
15
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Bob\",\"phase\":\"SETUP_FIRST_ROUND\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[20,\"Alice\",\"S\"],[42,\"Bob\",\"S\"]],\"rds\":[[[20,10],\"Alice\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":1,\"res\":{}},\"Charlie\":{\"vp\":0,\"res\":{}}}}",
16
- "social_context": {
17
- "recent_chat": [
18
- {
19
- "from": "Alice",
20
- "message": "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads."
21
- },
22
- {
23
- "from": "Alice",
24
- "message": "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol"
25
- },
26
- {
27
- "from": "Bob",
28
- "message": "hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going."
29
- }
30
- ]
31
- },
32
- "memory": {
33
- "note_from_last_turn": "Alice is at node 20, focusing on Wood, Brick, and Sheep. I'm securing node 42 for a strong Ore/Wheat foundation. Need to look for Wood and Brick on the next turn to ensure I can expand."
34
- },
35
- "constraints": {
36
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
37
- "allowed_actions": [
38
- {
39
- "type": "place_starting_road",
40
- "description": "Place your starting road",
41
- "example_parameters": "{\"from\": X, \"to\": Y}"
42
- },
43
- {
44
- "type": "wait_for_response",
45
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
46
- "example_parameters": "{}"
47
- }
48
- ]
49
- }
50
- },
51
- "response_schema": {
52
- "type": "object",
53
- "required": [
54
- "internal_thinking",
55
- "action"
56
- ],
57
- "properties": {
58
- "internal_thinking": {
59
- "type": "string",
60
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
61
- "minLength": 1000
62
- },
63
- "note_to_self": {
64
- "type": "string",
65
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
66
- "maxLength": 100
67
- },
68
- "say_outloud": {
69
- "type": "string",
70
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
71
- "maxLength": 120
72
- },
73
- "action": {
74
- "type": "object",
75
- "required": [
76
- "type"
77
- ],
78
- "properties": {
79
- "type": {
80
- "type": "string",
81
- "description": "The action type (must match one from allowed_actions in constraints)"
82
- },
83
- "parameters": {
84
- "type": "string",
85
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
86
- }
87
- },
88
- "propertyOrdering": [
89
- "type",
90
- "parameters"
91
- ]
92
- }
93
- },
94
- "propertyOrdering": [
95
- "internal_thinking",
96
- "note_to_self",
97
- "say_outloud",
98
- "action"
99
- ]
100
- },
101
- "what_happened": "You just placed your starting settlement. Now place your starting road adjacent to it.",
102
- "allowed_actions": [
103
- {
104
- "type": "place_starting_road",
105
- "description": "Place your starting road",
106
- "example_parameters": "{\"from\": X, \"to\": Y}"
107
- },
108
- {
109
- "type": "wait_for_response",
110
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
111
- "example_parameters": "{}"
112
- }
113
- ],
114
- "tools_schema": [
115
- {
116
- "name": "inspect_node",
117
- "description": "Get detailed information about a specific node on the board. USE THIS to verify node data instead of trying to interpret Arrays N and H yourself - this prevents hallucinations!",
118
- "parameters": {
119
- "type": "object",
120
- "properties": {
121
- "reasoning": {
122
- "type": "string",
123
- "description": "Explain WHY you're inspecting this specific node. What are you trying to verify or learn?"
124
- },
125
- "node_id": {
126
- "type": "integer",
127
- "description": "The node ID to inspect (e.g., 10, 18, 40)"
128
- }
129
- },
130
- "required": [
131
- "reasoning",
132
- "node_id"
133
- ]
134
- }
135
- },
136
- {
137
- "name": "find_best_nodes",
138
- "description": "Search for the best available nodes matching specific criteria. USE THIS instead of manually scanning the board - prevents missing opportunities!",
139
- "parameters": {
140
- "type": "object",
141
- "properties": {
142
- "reasoning": {
143
- "type": "string",
144
- "description": "Explain your search strategy. What kind of position are you looking for and why?"
145
- },
146
- "min_pips": {
147
- "type": "integer",
148
- "description": "Minimum total pip value (probability). Good nodes have 10+, excellent have 12+",
149
- "default": 0
150
- },
151
- "must_have_resource": {
152
- "type": "string",
153
- "description": "Required resource type (e.g., 'Wheat', 'Ore', 'Brick', 'Wood', 'Sheep')",
154
- "nullable": true
155
- },
156
- "exclude_blocked": {
157
- "type": "boolean",
158
- "description": "Skip nodes that cannot be built on (occupied or too close to other buildings)",
159
- "default": true
160
- },
161
- "prefer_port": {
162
- "type": "boolean",
163
- "description": "Prioritize nodes with port access",
164
- "default": false
165
- },
166
- "limit": {
167
- "type": "integer",
168
- "description": "Maximum number of results to return",
169
- "default": 10
170
- }
171
- },
172
- "required": [
173
- "reasoning"
174
- ]
175
- }
176
- },
177
- {
178
- "name": "analyze_path_potential",
179
- "description": "Analyze where a road path leads and what opportunities exist ahead. USE THIS to plan road building - shows ports and valuable nodes 1-2 steps away!",
180
- "parameters": {
181
- "type": "object",
182
- "properties": {
183
- "reasoning": {
184
- "type": "string",
185
- "description": "Explain your road-building strategy. Why analyze this path? What are you hoping to reach?"
186
- },
187
- "from_node": {
188
- "type": "integer",
189
- "description": "Starting node ID (where you currently have a settlement/road)"
190
- },
191
- "direction_node": {
192
- "type": "integer",
193
- "description": "Specific neighbor to analyze, or omit to see all directions",
194
- "nullable": true
195
- },
196
- "max_depth": {
197
- "type": "integer",
198
- "description": "How many steps ahead to look (1 or 2)",
199
- "default": 2
200
- }
201
- },
202
- "required": [
203
- "reasoning",
204
- "from_node"
205
- ]
206
- }
207
- }
208
- ]
209
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_1.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 1,
3
- "timestamp": "2026-01-10T12:45:35.820377",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I'm looking at the board and node 43 and 42 are the highest pip values available. Node 42 (12 pips) provides a great balance of Ore (5) and Wheat (9, 9), which is essential for building cities and buying development cards later. Node 43 (13 pips) is pure Wheat, which is also tempting, but the Ore on 42 makes it more versatile. Since I'm Bob, I'll get my second placement after Charlie's two turns, so I want to secure this high-value Ore/Wheat spot now and then look for Wood/Brick on my return. Alice has already taken a spot with Brick 6 and Wood 11, so she's set for early expansion. I'll point my road toward node 41 to potentially grab that Brick 10 spot later.\",\n \"note_to_self\": \"Alice is at node 20, focusing on Wood, Brick, and Sheep. I'm securing node 42 for a strong Ore/Wheat foundation. Need to look for Wood and Brick on the next turn to ensure I can expand.\",\n \"say_outloud\": \"hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going.\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 42}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "I'm looking at the board and node 43 and 42 are the highest pip values available. Node 42 (12 pips) provides a great balance of Ore (5) and Wheat (9, 9), which is essential for building cities and buying development cards later. Node 43 (13 pips) is pure Wheat, which is also tempting, but the Ore on 42 makes it more versatile. Since I'm Bob, I'll get my second placement after Charlie's two turns, so I want to secure this high-value Ore/Wheat spot now and then look for Wood/Brick on my return. Alice has already taken a spot with Brick 6 and Wood 11, so she's set for early expansion. I'll point my road toward node 41 to potentially grab that Brick 10 spot later. [Response was too brief]",
10
- "note_to_self": "Alice is at node 20, focusing on Wood, Brick, and Sheep. I'm securing node 42 for a strong Ore/Wheat foundation. Need to look for Wood and Brick on the next turn to ensure I can expand.",
11
- "say_outloud": "hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going.",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 42
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 3656,
20
- "completion": 291,
21
- "thinking": 0,
22
- "total": 4877
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_10.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 10,
3
- "timestamp": "2026-01-10T12:57:50.583103",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I have moved the robber to Hex 5, which is Charlie's Brick 6 spot. Charlie is the only player adjacent to this hex (at node 12). He currently has 4 resources: 1 Ore, 1 Sheep, and 2 Wheat. Since I need Ore and Sheep to progress towards a city or buy development cards, and Charlie has a decent hand, stealing from him is the logical choice. My current resources are 1 Brick, 1 Wood, and 1 Wheat, so getting a Sheep or Ore would be very helpful.\",\n \"note_to_self\": \"Charlie has a strong start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.\",\n \"say_outloud\": \"sorry again charlie, just looking for a little something to help me out.\",\n \"action\": {\n \"type\": \"steal_card\",\n \"parameters\": \"{\\\"target_player\\\": \\\"Charlie\\\"}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I have moved the robber to Hex 5, which is Charlie's Brick 6 spot. Charlie is the only player adjacent to this hex (at node 12). He currently has 4 resources: 1 Ore, 1 Sheep, and 2 Wheat. Since I need Ore and Sheep to progress towards a city or buy development cards, and Charlie has a decent hand, stealing from him is the logical choice. My current resources are 1 Brick, 1 Wood, and 1 Wheat, so getting a Sheep or Ore would be very helpful. [Response was too brief]",
10
- "note_to_self": "Charlie has a strong start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.",
11
- "say_outloud": "sorry again charlie, just looking for a little something to help me out.",
12
- "action_type": "steal_card",
13
- "parameters": {
14
- "target_player": "Charlie"
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1384,
20
- "completion": 208,
21
- "thinking": 0,
22
- "total": 1592
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_11.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 11,
3
- "timestamp": "2026-01-10T12:58:20.291014",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"The robber is currently on Hex 5 (Brick 6). Both Charlie (Node 12) and Alice (Node 20) are adjacent to this hex. Charlie currently has 4 cards (1 Ore, 1 Sheep, 2 Wheat) while Alice only has 1 card (1 Wheat). Charlie has a stronger resource spread and more cards to pick from, making him the better target for a steal. I'm looking for Sheep or Ore to help with future builds, and Charlie is the only one who can provide those right now. I've already apologized in the chat for the robber placement, so I'll proceed with the steal.\",\n \"note_to_self\": \"Charlie has Ore and Sheep; Alice is holding a Road Building card. I need to keep an eye on Alice's expansion potential once she gets wood/brick.\",\n \"say_outloud\": \"sorry again charlie, just looking for a little something to help me out.\",\n \"action\": {\n \"type\": \"steal_card\",\n \"parameters\": \"{\\\"target_player\\\": \\\"Charlie\\\"}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "The robber is currently on Hex 5 (Brick 6). Both Charlie (Node 12) and Alice (Node 20) are adjacent to this hex. Charlie currently has 4 cards (1 Ore, 1 Sheep, 2 Wheat) while Alice only has 1 card (1 Wheat). Charlie has a stronger resource spread and more cards to pick from, making him the better target for a steal. I'm looking for Sheep or Ore to help with future builds, and Charlie is the only one who can provide those right now. I've already apologized in the chat for the robber placement, so I'll proceed with the steal. [Response was too brief]",
10
- "note_to_self": "Charlie has Ore and Sheep; Alice is holding a Road Building card. I need to keep an eye on Alice's expansion potential once she gets wood/brick.",
11
- "say_outloud": "sorry again charlie, just looking for a little something to help me out.",
12
- "action_type": "steal_card",
13
- "parameters": {
14
- "target_player": "Charlie"
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 3218,
20
- "completion": 228,
21
- "thinking": 0,
22
- "total": 3769
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_2.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 2,
3
- "timestamp": "2026-01-10T12:45:55.515218",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I placed my first settlement on node 42, which gives me great access to Wheat (9, 9) and Ore (5). Now I need to decide where to point my road. \\n\\nLooking at the options:\\n1. Road to 41: This leads towards node 31, which would give me access to Brick (10) and Wood (11). Since I currently have no Wood or Brick production, this is a priority for expansion.\\n2. Road to 43: This leads towards more Wheat (6) and Ore (2). While strong, it doesn't solve my lack of building materials.\\n3. Road to 50: This leads to a 3:1 port. Useful later, but I need to build a second settlement first.\\n\\nI'll point my road towards 41 to set up a path to node 31 or node 40 (which has Wood/Brick access).\",\n \"note_to_self\": \"Headed towards node 41 to secure a path to Brick (Hex 13) and Wood (Hex 9). Need to ensure my second settlement provides Wood/Brick or a strong port to leverage all this Wheat.\",\n \"say_outloud\": \"pointing my road towards the middle, really need to find some brick and wood to go with all this wheat!\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 42, \\\"to\\\": 41}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "I placed my first settlement on node 42, which gives me great access to Wheat (9, 9) and Ore (5). Now I need to decide where to point my road. \n\nLooking at the options:\n1. Road to 41: This leads towards node 31, which would give me access to Brick (10) and Wood (11). Since I currently have no Wood or Brick production, this is a priority for expansion.\n2. Road to 43: This leads towards more Wheat (6) and Ore (2). While strong, it doesn't solve my lack of building materials.\n3. Road to 50: This leads to a 3:1 port. Useful later, but I need to build a second settlement first.\n\nI'll point my road towards 41 to set up a path to node 31 or node 40 (which has Wood/Brick access). [Response was too brief]",
10
- "note_to_self": "Headed towards node 41 to secure a path to Brick (Hex 13) and Wood (Hex 9). Need to ensure my second settlement provides Wood/Brick or a strong port to leverage all this Wheat.",
11
- "say_outloud": "pointing my road towards the middle, really need to find some brick and wood to go with all this wheat!",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 42,
15
- "to": 41
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 1080,
21
- "completion": 284,
22
- "thinking": 0,
23
- "total": 1364
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_3.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 3,
3
- "timestamp": "2026-01-10T12:51:37.884662",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I have a very strong start with Wheat and Ore at node 42 (pips: 4, 4, 4 = 12). For my second settlement, I need to prioritize Wood and Brick to build roads and expand. Node 31 is the best choice: it provides Brick 10, Wood 11, and another Wheat 9. This gives me a total of 9 pips and, crucially, ensures I have four of the five resources. It also connects perfectly with my existing road at node 41, allowing me to form a continuous line from 31 to 42. This is a great foundation for Longest Road and provides a massive Wheat cluster—if a 9 rolls, I'll collect 3 Wheat in total. I'll also be within one road of the 3:1 port at node 50, which I'll need to trade my surplus Wheat.\",\n \"note_to_self\": \"I have a massive Wheat engine starting. I need to prioritize reaching the 3:1 port at node 50 or the Wood port at node 40 to leverage this. Alice is near the sheep, so I might need to trade wheat for her sheep later.\",\n \"say_outloud\": \"gonna grab this spot at 31. that 10 brick and 9 wheat look too good to pass up, and it'll help me connect my road path early on.\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 31}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I have a very strong start with Wheat and Ore at node 42 (pips: 4, 4, 4 = 12). For my second settlement, I need to prioritize Wood and Brick to build roads and expand. Node 31 is the best choice: it provides Brick 10, Wood 11, and another Wheat 9. This gives me a total of 9 pips and, crucially, ensures I have four of the five resources. It also connects perfectly with my existing road at node 41, allowing me to form a continuous line from 31 to 42. This is a great foundation for Longest Road and provides a massive Wheat cluster—if a 9 rolls, I'll collect 3 Wheat in total. I'll also be within one road of the 3:1 port at node 50, which I'll need to trade my surplus Wheat. [Response was too brief]",
10
- "note_to_self": "I have a massive Wheat engine starting. I need to prioritize reaching the 3:1 port at node 50 or the Wood port at node 40 to leverage this. Alice is near the sheep, so I might need to trade wheat for her sheep later.",
11
- "say_outloud": "gonna grab this spot at 31. that 10 brick and 9 wheat look too good to pass up, and it'll help me connect my road path early on.",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 31
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 4251,
20
- "completion": 297,
21
- "thinking": 0,
22
- "total": 5433
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_4.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 4,
3
- "timestamp": "2026-01-10T12:51:58.681896",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I've just placed my second settlement at node 31, which gives me access to Wheat (9), Brick (10), and Wood (11). Combined with my first settlement at node 42 (Wheat 9, Ore 5), I have a very strong production on 9s. My goal is to connect these two settlements to secure the Longest Road potential and move toward the ports. Node 41 is the direct link between 31 and 42. By placing my road from 31 to 41, I complete the connection to my existing road [42, 41]. This also puts me in a prime position to expand toward the Wood port at node 40 or the 3:1 port at node 50.\",\n \"note_to_self\": \"I now have a connected road between my two settlements. My next priority is to build a settlement on node 41 or 40 to get that Wood port, as I'll have plenty of Wheat to trade away.\",\n \"say_outloud\": \"alright, connecting these two up. that 9 wheat is gonna be huge for me if the dice cooperate!\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 31, \\\"to\\\": 41}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I've just placed my second settlement at node 31, which gives me access to Wheat (9), Brick (10), and Wood (11). Combined with my first settlement at node 42 (Wheat 9, Ore 5), I have a very strong production on 9s. My goal is to connect these two settlements to secure the Longest Road potential and move toward the ports. Node 41 is the direct link between 31 and 42. By placing my road from 31 to 41, I complete the connection to my existing road [42, 41]. This also puts me in a prime position to expand toward the Wood port at node 40 or the 3:1 port at node 50. [Response was too brief]",
10
- "note_to_self": "I now have a connected road between my two settlements. My next priority is to build a settlement on node 41 or 40 to get that Wood port, as I'll have plenty of Wheat to trade away.",
11
- "say_outloud": "alright, connecting these two up. that 9 wheat is gonna be huge for me if the dice cooperate!",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 31,
15
- "to": 41
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 1377,
21
- "completion": 253,
22
- "thinking": 0,
23
- "total": 1630
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_5.json DELETED
@@ -1,24 +0,0 @@
1
- {
2
- "request_number": 5,
3
- "timestamp": "2026-01-10T12:55:54.028635",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"It's the start of my turn and the dice haven't been rolled yet. My current resources are 1 Brick, 1 Wood, and 1 Wheat. I have a connected road between my settlements at nodes 31 and 42, meeting at node 41. Since node 41 is only one edge away from my existing settlements, I cannot build there. My next goal is node 40, which provides access to a Wood port and is two edges away from my current settlements. I have the resources to build a road to node 40 (1 Wood, 1 Brick), but I must roll the dice first to proceed with the turn.\",\n \"note_to_self\": \"Node 41 is blocked by the distance rule. Target node 40 for the Wood port and 10-Brick/5-Ore production. Alice has a road building card, so I need to move quickly to secure the path to the coast.\",\n \"say_outloud\": \"alright, let's see what these dice have in store for us. hopefully some more wheat and brick!\",\n \"action\": {\n \"type\": \"roll_dice\",\n \"parameters\": \"{}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "It's the start of my turn and the dice haven't been rolled yet. My current resources are 1 Brick, 1 Wood, and 1 Wheat. I have a connected road between my settlements at nodes 31 and 42, meeting at node 41. Since node 41 is only one edge away from my existing settlements, I cannot build there. My next goal is node 40, which provides access to a Wood port and is two edges away from my current settlements. I have the resources to build a road to node 40 (1 Wood, 1 Brick), but I must roll the dice first to proceed with the turn. [Response was too brief]",
10
- "note_to_self": "Node 41 is blocked by the distance rule. Target node 40 for the Wood port and 10-Brick/5-Ore production. Alice has a road building card, so I need to move quickly to secure the path to the coast.",
11
- "say_outloud": "alright, let's see what these dice have in store for us. hopefully some more wheat and brick!",
12
- "action_type": "roll_dice",
13
- "parameters": {}
14
- },
15
- "model": "gemini-3-flash-preview",
16
- "tokens": {
17
- "prompt": 1429,
18
- "completion": 239,
19
- "thinking": 0,
20
- "total": 1668
21
- },
22
- "latency_seconds": 0.0,
23
- "error": null
24
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_6.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 6,
3
- "timestamp": "2026-01-10T12:56:50.560356",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I rolled a 7. Looking at the board, Charlie has the strongest hand with 4 cards (including Ore, Sheep, and Wheat), while Alice is sitting on 1 card but has a hidden 'road building' dev card. Alice mentioned she's hurting for brick, and Hex 5 (Brick 6) is a high-probability tile occupied by both Alice (Node 20) and Charlie (Node 12). By blocking Hex 5, I hit both of my opponents' brick production. I'll steal from Charlie since he has more resources, specifically hoping to snag a Sheep which I need for my next settlement at the Wood port (Node 40).\",\n \"note_to_self\": \"Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.\",\n \"say_outloud\": \"sorry alice, sorry charlie. i've gotta put the brakes on that brick production for a second.\",\n \"action\": {\n \"type\": \"robber_move\",\n \"parameters\": \"{\\\"hex\\\": 5}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I rolled a 7. Looking at the board, Charlie has the strongest hand with 4 cards (including Ore, Sheep, and Wheat), while Alice is sitting on 1 card but has a hidden 'road building' dev card. Alice mentioned she's hurting for brick, and Hex 5 (Brick 6) is a high-probability tile occupied by both Alice (Node 20) and Charlie (Node 12). By blocking Hex 5, I hit both of my opponents' brick production. I'll steal from Charlie since he has more resources, specifically hoping to snag a Sheep which I need for my next settlement at the Wood port (Node 40). [Response was too brief]",
10
- "note_to_self": "Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.",
11
- "say_outloud": "sorry alice, sorry charlie. i've gotta put the brakes on that brick production for a second.",
12
- "action_type": "robber_move",
13
- "parameters": {
14
- "hex": 5
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1407,
20
- "completion": 245,
21
- "thinking": 0,
22
- "total": 1652
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_7.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 7,
3
- "timestamp": "2026-01-10T12:57:04.072237",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I've successfully placed the robber on the 6-Brick hex, which blocks both Alice and Charlie. Now I need to choose who to steal from. Alice only has one card (Wheat), while Charlie has four cards, including Sheep and Ore which are more valuable to me right now as I look toward future settlements. Charlie is the better strategic target here to maximize the chance of getting a useful resource.\",\n \"note_to_self\": \"Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.\",\n \"say_outloud\": \"sorry charlie, just looking for a little something to help me out.\",\n \"action\": {\n \"type\": \"steal_card\",\n \"parameters\": \"{\\\"target_player\\\": \\\"Charlie\\\"}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I've successfully placed the robber on the 6-Brick hex, which blocks both Alice and Charlie. Now I need to choose who to steal from. Alice only has one card (Wheat), while Charlie has four cards, including Sheep and Ore which are more valuable to me right now as I look toward future settlements. Charlie is the better strategic target here to maximize the chance of getting a useful resource. [Response was too brief]",
10
- "note_to_self": "Targeting Charlie for the steal to get Sheep. Alice is still a threat with her road building card, but slowing her brick production at Hex 5 should help maintain my lead toward the coast.",
11
- "say_outloud": "sorry charlie, just looking for a little something to help me out.",
12
- "action_type": "steal_card",
13
- "parameters": {
14
- "target_player": "Charlie"
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1405,
20
- "completion": 204,
21
- "thinking": 0,
22
- "total": 1609
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_8.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 8,
3
- "timestamp": "2026-01-10T12:57:15.941743",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I rolled a 7. I've placed the robber on hex 5 (Brick 6) to block Alice and Charlie. Charlie currently has 4 cards including Ore and Sheep, both of which I need. Alice only has 1 Wheat card left after her dev card purchase. Charlie is the much better target for a steal here to help me build toward a settlement or buy my own dev card.\",\n \"note_to_self\": \"Charlie has Ore and Sheep. Alice is low on resources but has a hidden road building card. Need to keep an eye on her expansion.\",\n \"say_outloud\": \"sorry charlie, just gonna see what you've got over there. need to balance the scales a bit.\",\n \"action\": {\n \"type\": \"steal_card\",\n \"parameters\": \"{\\\"target_player\\\": \\\"Charlie\\\"}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I rolled a 7. I've placed the robber on hex 5 (Brick 6) to block Alice and Charlie. Charlie currently has 4 cards including Ore and Sheep, both of which I need. Alice only has 1 Wheat card left after her dev card purchase. Charlie is the much better target for a steal here to help me build toward a settlement or buy my own dev card. [Response was too brief]",
10
- "note_to_self": "Charlie has Ore and Sheep. Alice is low on resources but has a hidden road building card. Need to keep an eye on her expansion.",
11
- "say_outloud": "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit.",
12
- "action_type": "steal_card",
13
- "parameters": {
14
- "target_player": "Charlie"
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1401,
20
- "completion": 180,
21
- "thinking": 0,
22
- "total": 1581
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Bob/responses/response_9.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 9,
3
- "timestamp": "2026-01-10T12:57:35.858289",
4
- "player_name": "Bob",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I rolled a 7 and moved the robber to Hex 5 (Brick 6). This affects both Charlie (Node 12) and Alice (Node 20). Charlie currently holds 4 cards (Ore, Sheep, and Wheat) whereas Alice only has 1 Wheat card. Stealing from Charlie is the strategically superior move as it offers a higher probability of acquiring a resource I need (like Ore or Sheep) and slows down the player with more resources.\",\n \"note_to_self\": \"Charlie has a strong balanced start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.\",\n \"say_outloud\": \"sorry charlie, just gonna see what you've got over there. need to balance the scales a bit.\",\n \"action\": {\n \"type\": \"steal_card\",\n \"parameters\": \"{\\\"target_player\\\": \\\"Charlie\\\"}\"\n }\n}",
8
- "parsed": {
9
- "internal_thinking": "I rolled a 7 and moved the robber to Hex 5 (Brick 6). This affects both Charlie (Node 12) and Alice (Node 20). Charlie currently holds 4 cards (Ore, Sheep, and Wheat) whereas Alice only has 1 Wheat card. Stealing from Charlie is the strategically superior move as it offers a higher probability of acquiring a resource I need (like Ore or Sheep) and slows down the player with more resources. [Response was too brief]",
10
- "note_to_self": "Charlie has a strong balanced start with access to all resources. Alice has a hidden Road Building card, so she might expand quickly once she gets resources.",
11
- "say_outloud": "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit.",
12
- "action_type": "steal_card",
13
- "parameters": {
14
- "target_player": "Charlie"
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 1377,
20
- "completion": 202,
21
- "thinking": 0,
22
- "total": 1579
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/Charlie.md DELETED
@@ -1,112 +0,0 @@
1
- # AI Agent Log: Charlie
2
-
3
- **Session:** session_20260110_124344
4
- **Started:** 2026-01-10 12:43:44
5
- **Model:** gemini-2.0-flash
6
-
7
- ---
8
-
9
-
10
- ## Request #1 - 🎯 ACTIVE TURN
11
-
12
- **Time:** 12:45:55
13
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
14
-
15
-
16
- ### What Happened
17
- It's your turn.
18
-
19
- ### Prompt Sent
20
- See: [prompt_1.json](prompts/prompt_1.json)
21
-
22
- ### Response Received ✅
23
-
24
- **Latency:** 0.00s | **Tokens:** 3917 (in:3093 out:293) | **Cost:** $0.002425
25
-
26
- **Thinking:** Analyzing the board for the best starting settlement. Alice has taken node 20 (W11, B6, S8 - 12 pips) and Bob has taken node 42 (Wh9, O5, Wh9 - 12 pips). I am looking for high-yield spots that provide a good balance of resources. Node 12 is the strongest available spot with 11 pips, touching Hex 6 (W3), Hex 5 (B6), and Hex 2 (S5). This gives me a solid foundation of Wood, Brick, and Sheep for early expansion. Other strong spots like 43 (13 pips) and 41 (11 pips) are blocked by Bob's settlement at 42. Node 10 (11 pips) is blocked by Alice at 20. Node 12 is safe and offers the best probability for resource income. My plan is to take node 12 now and then likely a Wheat/Ore-heavy spot like node 44 for my second settlement to balance my economy. [Response was too brief]
27
-
28
- **Note to Self:** Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.
29
-
30
- **Says:** "hey everyone, good luck! gonna grab node 12, looks like a solid mix of resources to get started."
31
-
32
- **Action:** **place_starting_settlement** - {"node": 12}
33
-
34
- ---
35
-
36
- ## Request #2 - 🎯 ACTIVE TURN
37
-
38
- **Time:** 12:47:40
39
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
40
-
41
-
42
- ### What Happened
43
- You just placed your starting settlement. Now place your starting road adjacent to it.
44
-
45
- ### Prompt Sent
46
- See: [prompt_2.json](prompts/prompt_2.json)
47
-
48
- ### Response Received ✅
49
-
50
- **Latency:** 0.00s | **Tokens:** 1433 (in:1167 out:266) | **Cost:** $0.001382
51
-
52
- **Thinking:** I've placed my first settlement at node 12, which gives me a solid start with Brick (6), Sheep (5), and Wood (3). Now I need to place the road. My options are nodes 11, 13, and 22. Node 11 leads toward the middle but is likely to be contested by Alice, who is already at node 10 with her road. Node 22 is near the desert and doesn't offer much. Node 13, however, leads toward node 14, which has Wheat (8) and more Wood (4, 3). Securing a path toward Wheat is crucial since my first settlement lacks it. This also puts me in a good position to eventually reach the Brick port at node 7 if needed. I'll point the road toward node 13 to facilitate this expansion. [Response was too brief]
53
-
54
- **Note to Self:** Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.
55
-
56
- **Says:** "pointing towards the coast, let's see if i can get some wheat going later."
57
-
58
- **Action:** **place_starting_road** - {"from": 12, "to": 13}
59
-
60
- ---
61
-
62
- ## Request #3 - 🎯 ACTIVE TURN
63
-
64
- **Time:** 12:48:49
65
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
66
-
67
-
68
- ### What Happened
69
- It's your turn.
70
-
71
- ### Prompt Sent
72
- See: [prompt_3.json](prompts/prompt_3.json)
73
-
74
- ### Response Received ✅
75
-
76
- **Latency:** 0.00s | **Tokens:** 5692 (in:4306 out:305) | **Cost:** $0.003068
77
-
78
- **Thinking:** I need to select my second settlement. My first settlement at Node 12 provides Wood (3), Brick (6), and Sheep (5), which is a very strong 11-pip start. However, I am completely missing Wheat and Ore. Looking at the available nodes, Node 25 is the strongest remaining option that provides both. It gives me Wheat (8), Ore (3), and additional Sheep (4) for a total of 10 pips. Node 44 is also a 10-pip option with Wheat (9, 6) and Ore (2), but I prefer the higher probability on Ore (3 vs 2) and the frequency of the 8-Wheat. This setup will give me a balanced resource income and a good starting hand of Wheat, Ore, and Sheep. I'll point my next road towards the Ore port at Node 26 to capitalize on my sheep and ore production later. [Response was too brief]
79
-
80
- **Note to Self:** Placed second settlement on Node 25 to secure Wheat 8 and Ore 3. Bob has a very strong Wheat/Ore position at Node 42, so I need to prioritize getting to a port or expanding quickly to compete with his high-pip yields.
81
-
82
- **Says:** "gonna take this spot over here by the 8 wheat, should give me a nice balance for the start of the game."
83
-
84
- **Action:** **place_starting_settlement** - {"node": 25}
85
-
86
- ---
87
-
88
- ## Request #4 - 🎯 ACTIVE TURN
89
-
90
- **Time:** 12:49:54
91
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
92
-
93
-
94
- ### What Happened
95
- You just placed your starting settlement. Now place your starting road adjacent to it.
96
-
97
- ### Prompt Sent
98
- See: [prompt_4.json](prompts/prompt_4.json)
99
-
100
- ### Response Received ✅
101
-
102
- **Latency:** 0.00s | **Tokens:** 1493 (in:1276 out:217) | **Cost:** $0.001289
103
-
104
- **Thinking:** I just placed my second settlement on Node 25, which gives me access to Wheat 8 and Ore 3. Looking at the board, Node 26 is an extremely attractive next step because it's an Ore 2:1 port and shares the Wheat 8 hex. Since I have Ore production from my current settlement, securing that port early will be vital for trading, especially since my wood and brick income is currently quite low (only from Node 12). Building the road towards Node 26 is the most logical path for expansion. [Response was too brief]
105
-
106
- **Note to Self:** Headed for the Ore port at Node 26. Bob has a strong Wheat/Ore setup, so I need this port to stay competitive in the mid-game.
107
-
108
- **Says:** "gonna head towards that port on the coast, hopefully makes trading a bit easier later on."
109
-
110
- **Action:** **place_starting_road** - {"from": 25, "to": 26}
111
-
112
- ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/prompts/prompt_2.json DELETED
@@ -1,217 +0,0 @@
1
- {
2
- "request_number": 2,
3
- "timestamp": "2026-01-10T12:47:40.605366",
4
- "player_name": "Charlie",
5
- "is_active_turn": true,
6
- "prompt": {
7
- "meta_data": {
8
- "agent_name": "Charlie",
9
- "role": null
10
- },
11
- "task_context": {
12
- "what_just_happened": "You just placed your starting settlement. Now place your starting road adjacent to it.",
13
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 2 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
14
- },
15
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Charlie\",\"phase\":\"SETUP_FIRST_ROUND\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[12,\"Charlie\",\"S\"],[20,\"Alice\",\"S\"],[42,\"Bob\",\"S\"]],\"rds\":[[[20,10],\"Alice\"],[[42,41],\"Bob\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":1,\"res\":{}},\"Charlie\":{\"vp\":1,\"res\":{}}}}",
16
- "social_context": {
17
- "recent_chat": [
18
- {
19
- "from": "Alice",
20
- "message": "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads."
21
- },
22
- {
23
- "from": "Alice",
24
- "message": "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol"
25
- },
26
- {
27
- "from": "Bob",
28
- "message": "hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going."
29
- },
30
- {
31
- "from": "Bob",
32
- "message": "pointing my road towards the middle, really need to find some brick and wood to go with all this wheat!"
33
- },
34
- {
35
- "from": "Charlie",
36
- "message": "hey everyone, good luck! gonna grab node 12, looks like a solid mix of resources to get started."
37
- }
38
- ]
39
- },
40
- "memory": {
41
- "note_from_last_turn": "Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41."
42
- },
43
- "constraints": {
44
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
45
- "allowed_actions": [
46
- {
47
- "type": "place_starting_road",
48
- "description": "Place your starting road",
49
- "example_parameters": "{\"from\": X, \"to\": Y}"
50
- },
51
- {
52
- "type": "wait_for_response",
53
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
54
- "example_parameters": "{}"
55
- }
56
- ]
57
- }
58
- },
59
- "response_schema": {
60
- "type": "object",
61
- "required": [
62
- "internal_thinking",
63
- "action"
64
- ],
65
- "properties": {
66
- "internal_thinking": {
67
- "type": "string",
68
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
69
- "minLength": 1000
70
- },
71
- "note_to_self": {
72
- "type": "string",
73
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
74
- "maxLength": 100
75
- },
76
- "say_outloud": {
77
- "type": "string",
78
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
79
- "maxLength": 120
80
- },
81
- "action": {
82
- "type": "object",
83
- "required": [
84
- "type"
85
- ],
86
- "properties": {
87
- "type": {
88
- "type": "string",
89
- "description": "The action type (must match one from allowed_actions in constraints)"
90
- },
91
- "parameters": {
92
- "type": "string",
93
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
94
- }
95
- },
96
- "propertyOrdering": [
97
- "type",
98
- "parameters"
99
- ]
100
- }
101
- },
102
- "propertyOrdering": [
103
- "internal_thinking",
104
- "note_to_self",
105
- "say_outloud",
106
- "action"
107
- ]
108
- },
109
- "what_happened": "You just placed your starting settlement. Now place your starting road adjacent to it.",
110
- "allowed_actions": [
111
- {
112
- "type": "place_starting_road",
113
- "description": "Place your starting road",
114
- "example_parameters": "{\"from\": X, \"to\": Y}"
115
- },
116
- {
117
- "type": "wait_for_response",
118
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
119
- "example_parameters": "{}"
120
- }
121
- ],
122
- "tools_schema": [
123
- {
124
- "name": "inspect_node",
125
- "description": "Get detailed information about a specific node on the board. USE THIS to verify node data instead of trying to interpret Arrays N and H yourself - this prevents hallucinations!",
126
- "parameters": {
127
- "type": "object",
128
- "properties": {
129
- "reasoning": {
130
- "type": "string",
131
- "description": "Explain WHY you're inspecting this specific node. What are you trying to verify or learn?"
132
- },
133
- "node_id": {
134
- "type": "integer",
135
- "description": "The node ID to inspect (e.g., 10, 18, 40)"
136
- }
137
- },
138
- "required": [
139
- "reasoning",
140
- "node_id"
141
- ]
142
- }
143
- },
144
- {
145
- "name": "find_best_nodes",
146
- "description": "Search for the best available nodes matching specific criteria. USE THIS instead of manually scanning the board - prevents missing opportunities!",
147
- "parameters": {
148
- "type": "object",
149
- "properties": {
150
- "reasoning": {
151
- "type": "string",
152
- "description": "Explain your search strategy. What kind of position are you looking for and why?"
153
- },
154
- "min_pips": {
155
- "type": "integer",
156
- "description": "Minimum total pip value (probability). Good nodes have 10+, excellent have 12+",
157
- "default": 0
158
- },
159
- "must_have_resource": {
160
- "type": "string",
161
- "description": "Required resource type (e.g., 'Wheat', 'Ore', 'Brick', 'Wood', 'Sheep')",
162
- "nullable": true
163
- },
164
- "exclude_blocked": {
165
- "type": "boolean",
166
- "description": "Skip nodes that cannot be built on (occupied or too close to other buildings)",
167
- "default": true
168
- },
169
- "prefer_port": {
170
- "type": "boolean",
171
- "description": "Prioritize nodes with port access",
172
- "default": false
173
- },
174
- "limit": {
175
- "type": "integer",
176
- "description": "Maximum number of results to return",
177
- "default": 10
178
- }
179
- },
180
- "required": [
181
- "reasoning"
182
- ]
183
- }
184
- },
185
- {
186
- "name": "analyze_path_potential",
187
- "description": "Analyze where a road path leads and what opportunities exist ahead. USE THIS to plan road building - shows ports and valuable nodes 1-2 steps away!",
188
- "parameters": {
189
- "type": "object",
190
- "properties": {
191
- "reasoning": {
192
- "type": "string",
193
- "description": "Explain your road-building strategy. Why analyze this path? What are you hoping to reach?"
194
- },
195
- "from_node": {
196
- "type": "integer",
197
- "description": "Starting node ID (where you currently have a settlement/road)"
198
- },
199
- "direction_node": {
200
- "type": "integer",
201
- "description": "Specific neighbor to analyze, or omit to see all directions",
202
- "nullable": true
203
- },
204
- "max_depth": {
205
- "type": "integer",
206
- "description": "How many steps ahead to look (1 or 2)",
207
- "default": 2
208
- }
209
- },
210
- "required": [
211
- "reasoning",
212
- "from_node"
213
- ]
214
- }
215
- }
216
- ]
217
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_1.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 1,
3
- "timestamp": "2026-01-10T12:47:40.529910",
4
- "player_name": "Charlie",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"Analyzing the board for the best starting settlement. Alice has taken node 20 (W11, B6, S8 - 12 pips) and Bob has taken node 42 (Wh9, O5, Wh9 - 12 pips). I am looking for high-yield spots that provide a good balance of resources. Node 12 is the strongest available spot with 11 pips, touching Hex 6 (W3), Hex 5 (B6), and Hex 2 (S5). This gives me a solid foundation of Wood, Brick, and Sheep for early expansion. Other strong spots like 43 (13 pips) and 41 (11 pips) are blocked by Bob's settlement at 42. Node 10 (11 pips) is blocked by Alice at 20. Node 12 is safe and offers the best probability for resource income. My plan is to take node 12 now and then likely a Wheat/Ore-heavy spot like node 44 for my second settlement to balance my economy.\",\n \"note_to_self\": \"Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.\",\n \"say_outloud\": \"hey everyone, good luck! gonna grab node 12, looks like a solid mix of resources to get started.\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 12}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "Analyzing the board for the best starting settlement. Alice has taken node 20 (W11, B6, S8 - 12 pips) and Bob has taken node 42 (Wh9, O5, Wh9 - 12 pips). I am looking for high-yield spots that provide a good balance of resources. Node 12 is the strongest available spot with 11 pips, touching Hex 6 (W3), Hex 5 (B6), and Hex 2 (S5). This gives me a solid foundation of Wood, Brick, and Sheep for early expansion. Other strong spots like 43 (13 pips) and 41 (11 pips) are blocked by Bob's settlement at 42. Node 10 (11 pips) is blocked by Alice at 20. Node 12 is safe and offers the best probability for resource income. My plan is to take node 12 now and then likely a Wheat/Ore-heavy spot like node 44 for my second settlement to balance my economy. [Response was too brief]",
10
- "note_to_self": "Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.",
11
- "say_outloud": "hey everyone, good luck! gonna grab node 12, looks like a solid mix of resources to get started.",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 12
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 3093,
20
- "completion": 293,
21
- "thinking": 0,
22
- "total": 3917
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_2.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 2,
3
- "timestamp": "2026-01-10T12:48:49.215049",
4
- "player_name": "Charlie",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I've placed my first settlement at node 12, which gives me a solid start with Brick (6), Sheep (5), and Wood (3). Now I need to place the road. My options are nodes 11, 13, and 22. Node 11 leads toward the middle but is likely to be contested by Alice, who is already at node 10 with her road. Node 22 is near the desert and doesn't offer much. Node 13, however, leads toward node 14, which has Wheat (8) and more Wood (4, 3). Securing a path toward Wheat is crucial since my first settlement lacks it. This also puts me in a good position to eventually reach the Brick port at node 7 if needed. I'll point the road toward node 13 to facilitate this expansion.\",\n \"note_to_self\": \"Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.\",\n \"say_outloud\": \"pointing towards the coast, let's see if i can get some wheat going later.\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 12, \\\"to\\\": 13}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I've placed my first settlement at node 12, which gives me a solid start with Brick (6), Sheep (5), and Wood (3). Now I need to place the road. My options are nodes 11, 13, and 22. Node 11 leads toward the middle but is likely to be contested by Alice, who is already at node 10 with her road. Node 22 is near the desert and doesn't offer much. Node 13, however, leads toward node 14, which has Wheat (8) and more Wood (4, 3). Securing a path toward Wheat is crucial since my first settlement lacks it. This also puts me in a good position to eventually reach the Brick port at node 7 if needed. I'll point the road toward node 13 to facilitate this expansion. [Response was too brief]",
10
- "note_to_self": "Planning to take node 44 for my second settlement to secure Ore and Wheat. Bob is moving towards the center, so I should watch his road progress near node 41.",
11
- "say_outloud": "pointing towards the coast, let's see if i can get some wheat going later.",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 12,
15
- "to": 13
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 1167,
21
- "completion": 266,
22
- "thinking": 0,
23
- "total": 1433
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_3.json DELETED
@@ -1,26 +0,0 @@
1
- {
2
- "request_number": 3,
3
- "timestamp": "2026-01-10T12:49:54.948899",
4
- "player_name": "Charlie",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I need to select my second settlement. My first settlement at Node 12 provides Wood (3), Brick (6), and Sheep (5), which is a very strong 11-pip start. However, I am completely missing Wheat and Ore. Looking at the available nodes, Node 25 is the strongest remaining option that provides both. It gives me Wheat (8), Ore (3), and additional Sheep (4) for a total of 10 pips. Node 44 is also a 10-pip option with Wheat (9, 6) and Ore (2), but I prefer the higher probability on Ore (3 vs 2) and the frequency of the 8-Wheat. This setup will give me a balanced resource income and a good starting hand of Wheat, Ore, and Sheep. I'll point my next road towards the Ore port at Node 26 to capitalize on my sheep and ore production later.\",\n \"note_to_self\": \"Placed second settlement on Node 25 to secure Wheat 8 and Ore 3. Bob has a very strong Wheat/Ore position at Node 42, so I need to prioritize getting to a port or expanding quickly to compete with his high-pip yields.\",\n \"say_outloud\": \"gonna take this spot over here by the 8 wheat, should give me a nice balance for the start of the game.\",\n \"action\": {\n \"type\": \"place_starting_settlement\",\n \"parameters\": \"{\\\"node\\\": 25}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I need to select my second settlement. My first settlement at Node 12 provides Wood (3), Brick (6), and Sheep (5), which is a very strong 11-pip start. However, I am completely missing Wheat and Ore. Looking at the available nodes, Node 25 is the strongest remaining option that provides both. It gives me Wheat (8), Ore (3), and additional Sheep (4) for a total of 10 pips. Node 44 is also a 10-pip option with Wheat (9, 6) and Ore (2), but I prefer the higher probability on Ore (3 vs 2) and the frequency of the 8-Wheat. This setup will give me a balanced resource income and a good starting hand of Wheat, Ore, and Sheep. I'll point my next road towards the Ore port at Node 26 to capitalize on my sheep and ore production later. [Response was too brief]",
10
- "note_to_self": "Placed second settlement on Node 25 to secure Wheat 8 and Ore 3. Bob has a very strong Wheat/Ore position at Node 42, so I need to prioritize getting to a port or expanding quickly to compete with his high-pip yields.",
11
- "say_outloud": "gonna take this spot over here by the 8 wheat, should give me a nice balance for the start of the game.",
12
- "action_type": "place_starting_settlement",
13
- "parameters": {
14
- "node": 25
15
- }
16
- },
17
- "model": "gemini-3-flash-preview",
18
- "tokens": {
19
- "prompt": 4306,
20
- "completion": 305,
21
- "thinking": 0,
22
- "total": 5692
23
- },
24
- "latency_seconds": 0.0,
25
- "error": null
26
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/Charlie/responses/response_4.json DELETED
@@ -1,27 +0,0 @@
1
- {
2
- "request_number": 4,
3
- "timestamp": "2026-01-10T12:50:10.784952",
4
- "player_name": "Charlie",
5
- "type": "final",
6
- "success": true,
7
- "raw_content": "{\n \"internal_thinking\": \"I just placed my second settlement on Node 25, which gives me access to Wheat 8 and Ore 3. Looking at the board, Node 26 is an extremely attractive next step because it's an Ore 2:1 port and shares the Wheat 8 hex. Since I have Ore production from my current settlement, securing that port early will be vital for trading, especially since my wood and brick income is currently quite low (only from Node 12). Building the road towards Node 26 is the most logical path for expansion.\",\n \"note_to_self\": \"Headed for the Ore port at Node 26. Bob has a strong Wheat/Ore setup, so I need this port to stay competitive in the mid-game.\",\n \"say_outloud\": \"gonna head towards that port on the coast, hopefully makes trading a bit easier later on.\",\n \"action\": {\n \"type\": \"place_starting_road\",\n \"parameters\": \"{\\\"from\\\": 25, \\\"to\\\": 26}\"\n }\n} ",
8
- "parsed": {
9
- "internal_thinking": "I just placed my second settlement on Node 25, which gives me access to Wheat 8 and Ore 3. Looking at the board, Node 26 is an extremely attractive next step because it's an Ore 2:1 port and shares the Wheat 8 hex. Since I have Ore production from my current settlement, securing that port early will be vital for trading, especially since my wood and brick income is currently quite low (only from Node 12). Building the road towards Node 26 is the most logical path for expansion. [Response was too brief]",
10
- "note_to_self": "Headed for the Ore port at Node 26. Bob has a strong Wheat/Ore setup, so I need this port to stay competitive in the mid-game.",
11
- "say_outloud": "gonna head towards that port on the coast, hopefully makes trading a bit easier later on.",
12
- "action_type": "place_starting_road",
13
- "parameters": {
14
- "from": 25,
15
- "to": 26
16
- }
17
- },
18
- "model": "gemini-3-flash-preview",
19
- "tokens": {
20
- "prompt": 1276,
21
- "completion": 217,
22
- "thinking": 0,
23
- "total": 1493
24
- },
25
- "latency_seconds": 0.0,
26
- "error": null
27
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/agent_memories.json DELETED
@@ -1,5 +0,0 @@
1
- {
2
- "Alice": "I have a Road Building card ready for next turn. Node 10 is my primary target for the next settlement to secure more Brick 6 and Wood 12. Charlie is currently at node 12, so I should keep an eye on his expansion towards node 11.",
3
- "Bob": "Charlie has Ore and Sheep; Alice is holding a Road Building card. I need to keep an eye on Alice's expansion potential once she gets wood/brick.",
4
- "Charlie": "Headed for the Ore port at Node 26. Bob has a strong Wheat/Ore setup, so I need this port to stay competitive in the mid-game."
5
- }
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/chat_history.json DELETED
@@ -1,136 +0,0 @@
1
- {
2
- "messages": [
3
- {
4
- "timestamp": "2026-01-10T12:44:28.235217",
5
- "from": "Alice",
6
- "to": "all",
7
- "message": "hey everyone, good luck! i'm gonna start off at node 20, looks like a solid spot for some early roads."
8
- },
9
- {
10
- "timestamp": "2026-01-10T12:44:53.242098",
11
- "from": "Alice",
12
- "to": "all",
13
- "message": "heading up towards the port, gotta make sure i can trade all this wood and sheep later on lol"
14
- },
15
- {
16
- "timestamp": "2026-01-10T12:45:35.845049",
17
- "from": "Bob",
18
- "to": "all",
19
- "message": "hey alice, nice start! node 20 is definitely solid. i'm gonna grab this spot down here, let's see if i can get some of that wheat and ore going."
20
- },
21
- {
22
- "timestamp": "2026-01-10T12:45:55.540910",
23
- "from": "Bob",
24
- "to": "all",
25
- "message": "pointing my road towards the middle, really need to find some brick and wood to go with all this wheat!"
26
- },
27
- {
28
- "timestamp": "2026-01-10T12:47:40.558215",
29
- "from": "Charlie",
30
- "to": "all",
31
- "message": "hey everyone, good luck! gonna grab node 12, looks like a solid mix of resources to get started."
32
- },
33
- {
34
- "timestamp": "2026-01-10T12:48:49.247103",
35
- "from": "Charlie",
36
- "to": "all",
37
- "message": "pointing towards the coast, let's see if i can get some wheat going later."
38
- },
39
- {
40
- "timestamp": "2026-01-10T12:49:54.976775",
41
- "from": "Charlie",
42
- "to": "all",
43
- "message": "gonna take this spot over here by the 8 wheat, should give me a nice balance for the start of the game."
44
- },
45
- {
46
- "timestamp": "2026-01-10T12:50:10.817301",
47
- "from": "Charlie",
48
- "to": "all",
49
- "message": "gonna head towards that port on the coast, hopefully makes trading a bit easier later on."
50
- },
51
- {
52
- "timestamp": "2026-01-10T12:51:37.911271",
53
- "from": "Bob",
54
- "to": "all",
55
- "message": "gonna grab this spot at 31. that 10 brick and 9 wheat look too good to pass up, and it'll help me connect my road path early on."
56
- },
57
- {
58
- "timestamp": "2026-01-10T12:51:58.713495",
59
- "from": "Bob",
60
- "to": "all",
61
- "message": "alright, connecting these two up. that 9 wheat is gonna be huge for me if the dice cooperate!"
62
- },
63
- {
64
- "timestamp": "2026-01-10T12:53:24.725423",
65
- "from": "Alice",
66
- "to": "all",
67
- "message": "grabbing this spot for some wheat and ore, gotta balance things out for the early game!"
68
- },
69
- {
70
- "timestamp": "2026-01-10T12:53:48.973039",
71
- "from": "Alice",
72
- "to": "all",
73
- "message": "pointing this one towards the coast, having all the resources is great but i'll definitely need a port to keep things moving!"
74
- },
75
- {
76
- "timestamp": "2026-01-10T12:54:08.809829",
77
- "from": "Alice",
78
- "to": "all",
79
- "message": "alright, let's see what the dice have for us! good luck everyone."
80
- },
81
- {
82
- "timestamp": "2026-01-10T12:54:59.539767",
83
- "from": "Alice",
84
- "to": "all",
85
- "message": "not a bad roll, but i'm still hurting for some wood and brick. think i'll see what the dev card deck has for me instead. good luck everyone!"
86
- },
87
- {
88
- "timestamp": "2026-01-10T12:55:33.095738",
89
- "from": "Alice",
90
- "to": "all",
91
- "message": "all out of moves for now, let's see what the next round of rolls brings us."
92
- },
93
- {
94
- "timestamp": "2026-01-10T12:55:54.057553",
95
- "from": "Bob",
96
- "to": "all",
97
- "message": "alright, let's see what these dice have in store for us. hopefully some more wheat and brick!"
98
- },
99
- {
100
- "timestamp": "2026-01-10T12:56:50.588955",
101
- "from": "Bob",
102
- "to": "all",
103
- "message": "sorry alice, sorry charlie. i've gotta put the brakes on that brick production for a second."
104
- },
105
- {
106
- "timestamp": "2026-01-10T12:57:04.099605",
107
- "from": "Bob",
108
- "to": "all",
109
- "message": "sorry charlie, just looking for a little something to help me out."
110
- },
111
- {
112
- "timestamp": "2026-01-10T12:57:15.968170",
113
- "from": "Bob",
114
- "to": "all",
115
- "message": "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit."
116
- },
117
- {
118
- "timestamp": "2026-01-10T12:57:35.883579",
119
- "from": "Bob",
120
- "to": "all",
121
- "message": "sorry charlie, just gonna see what you've got over there. need to balance the scales a bit."
122
- },
123
- {
124
- "timestamp": "2026-01-10T12:57:50.609712",
125
- "from": "Bob",
126
- "to": "all",
127
- "message": "sorry again charlie, just looking for a little something to help me out."
128
- },
129
- {
130
- "timestamp": "2026-01-10T12:58:20.322872",
131
- "from": "Bob",
132
- "to": "all",
133
- "message": "sorry again charlie, just looking for a little something to help me out."
134
- }
135
- ]
136
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260110_124344/session_metadata.json DELETED
@@ -1,5 +0,0 @@
1
- {
2
- "session_id": "session_20260110_124344",
3
- "start_time": "2026-01-10T12:43:44.628971",
4
- "version": "2.0"
5
- }
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260111_134458/Alice/Alice.md DELETED
@@ -1,160 +0,0 @@
1
- # AI Agent Log: Alice
2
-
3
- **Session:** session_20260111_134458
4
- **Started:** 2026-01-11 13:44:58
5
- **Model:** gemini-2.0-flash
6
-
7
- ---
8
-
9
-
10
- ## Request #1 - 🎯 ACTIVE TURN
11
-
12
- **Time:** 13:45:01
13
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
14
-
15
-
16
- ### What Happened
17
- It's your turn.
18
-
19
- ### Prompt Sent
20
- See: [prompt_1.json](prompts/prompt_1.json)
21
-
22
- ### Response Received ✅
23
-
24
- **Latency:** 0.00s | **Tokens:** 4765 (in:3532 out:266) | **Cost:** $0.002564
25
-
26
- **Thinking:** After analyzing the board, Node 20 stands out as the strongest opening move. It offers a high pip count of 12, featuring the most frequent numbers on the board: 6 (Brick) and 8 (Sheep), along with an 11 (Wood). This provides a balanced start with essential expansion resources (Wood and Brick) and the high probability of the 6 and 8. While Node 43 has a higher pip count (13), it is heavily concentrated in Wheat, which is less ideal for early-game road and settlement building. Node 42 is also strong for a Wheat/Ore strategy, but given that Ore is scarce on this board (highest is a 5), securing the high-frequency Brick on Node 20 is a safer priority for the first placement. [Response was too brief]
27
-
28
- **Note to Self:** Ore is scarce (numbers 2, 3, 5). I should prioritize securing the 5-Ore hex (H17) or looking for a good port if I can't get high Ore production later.
29
-
30
- **Says:** "hey everyone, good luck! i'll start us off over here on the 6-8-11."
31
-
32
- **Action:** **place_starting_settlement** - {"node": 20}
33
-
34
- ---
35
-
36
- ## Request #2 - 🎯 ACTIVE TURN
37
-
38
- **Time:** 13:45:43
39
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
40
-
41
-
42
- ### What Happened
43
- You just placed your starting settlement. Now place your starting road adjacent to it.
44
-
45
- ### Prompt Sent
46
- See: [prompt_2.json](prompts/prompt_2.json)
47
-
48
- ### Response Received ✅
49
-
50
- **Latency:** 0.00s | **Tokens:** 3329 (in:2655 out:273) | **Cost:** $0.002146
51
-
52
- **Thinking:** I've placed my first settlement on node 20, which gives me a strong start on Brick (6), Sheep (8), and Wood (11). Now I need to decide where to point my road. Analyzing the paths from node 20:
53
- 1. Towards node 10: This path leads to node 11 (10 pips) and a 3:1 port at node 9. Node 10 itself has 11 pips (B6, S8, W12). This is the strongest path statistically (score 17.5).
54
- 2. Towards node 19: Leads to node 18 and 30, staying on the 8/10/11 cluster. Score 14.0.
55
- 3. Towards node 21: Hits the desert hex (10), making it the weakest option. Score 10.5.
56
-
57
- Pointing towards node 10 is the clear winner as it sets me up for a 3:1 port and high-production expansion spots near the top of the board. [Response was too brief]
58
-
59
- **Note to Self:** I am currently heavy on Wood, Brick, and Sheep. I must prioritize Ore and Wheat with my second settlement to ensure I don't get stuck in the mid-game.
60
-
61
- **Says:** "pointing this towards the port, seems like the most flexible move for now."
62
-
63
- **Action:** **place_starting_road** - {"from": 20, "to": 10}
64
-
65
- ---
66
-
67
- ## Request #3 - 🎯 ACTIVE TURN
68
-
69
- **Time:** 13:57:06
70
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
71
-
72
-
73
- ### What Happened
74
- It's your turn.
75
-
76
- ### Prompt Sent
77
- See: [prompt_3.json](prompts/prompt_3.json)
78
-
79
- ### Response Failed ❌
80
-
81
- **Error:** Unknown error
82
- **Latency:** 0.00s
83
-
84
- ---
85
-
86
- ## Request #4 - 🎯 ACTIVE TURN
87
-
88
- **Time:** 14:06:35
89
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
90
-
91
-
92
- ### What Happened
93
- It's your turn.
94
-
95
- ### Prompt Sent
96
- See: [prompt_4.json](prompts/prompt_4.json)
97
-
98
- ### Response Failed ❌
99
-
100
- **Error:** Unknown error
101
- **Latency:** 0.00s
102
-
103
- ---
104
-
105
- ## Request #5 - 🎯 ACTIVE TURN
106
-
107
- **Time:** 14:06:42
108
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
109
-
110
-
111
- ### What Happened
112
- It's your turn.
113
-
114
- ### Prompt Sent
115
- See: [prompt_5.json](prompts/prompt_5.json)
116
-
117
- ### Response Failed ❌
118
-
119
- **Error:** Unknown error
120
- **Latency:** 0.00s
121
-
122
- ---
123
-
124
- ## Request #6 - 🎯 ACTIVE TURN
125
-
126
- **Time:** 14:06:49
127
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
128
-
129
-
130
- ### What Happened
131
- It's your turn.
132
-
133
- ### Prompt Sent
134
- See: [prompt_6.json](prompts/prompt_6.json)
135
-
136
- ### Response Failed ❌
137
-
138
- **Error:** Unknown error
139
- **Latency:** 0.00s
140
-
141
- ---
142
-
143
- ## Request #7 - 🎯 ACTIVE TURN
144
-
145
- **Time:** 14:06:56
146
- **Tools:** inspect_node, find_best_nodes, analyze_path_potential
147
-
148
-
149
- ### What Happened
150
- It's your turn.
151
-
152
- ### Prompt Sent
153
- See: [prompt_7.json](prompts/prompt_7.json)
154
-
155
- ### Response Failed ❌
156
-
157
- **Error:** Unknown error
158
- **Latency:** 0.00s
159
-
160
- ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_4.json DELETED
@@ -1,231 +0,0 @@
1
- {
2
- "request_number": 4,
3
- "timestamp": "2026-01-11T14:06:35.677653",
4
- "player_name": "Alice",
5
- "is_active_turn": true,
6
- "prompt": {
7
- "meta_data": {
8
- "agent_name": "Alice",
9
- "role": null
10
- },
11
- "task_context": {
12
- "what_just_happened": "It's your turn.",
13
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 3 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
14
- },
15
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Alice\",\"phase\":\"NORMAL_PLAY\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[12,\"Charlie\",\"S\"],[20,\"Alice\",\"S\"],[42,\"Bob\",\"S\"]],\"rds\":[[[20,10],\"Alice\"],[[42,41],\"Bob\"],[[12,13],\"Charlie\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":1,\"res\":{}},\"Charlie\":{\"vp\":1,\"res\":{}}}}",
16
- "social_context": {
17
- "recent_chat": [
18
- {
19
- "from": "Alice",
20
- "message": "hey everyone, good luck! i'll start us off over here on the 6-8-11."
21
- },
22
- {
23
- "from": "Alice",
24
- "message": "pointing this towards the port, seems like the most flexible move for now."
25
- },
26
- {
27
- "from": "Bob",
28
- "message": "hey alice, good luck! i think i'll grab this ore spot down here, looks like a solid foundation."
29
- },
30
- {
31
- "from": "Bob",
32
- "message": "pointing this way to try and find some wood and brick... can't build much with just rocks and bread!"
33
- },
34
- {
35
- "from": "Charlie",
36
- "message": "hey guys, good luck to you too! i'll take the 6-5-3 up here, looks like a good balance for now."
37
- },
38
- {
39
- "from": "Charlie",
40
- "message": "pointing this towards the wheat, gotta get some bread to go with all this mutton."
41
- }
42
- ]
43
- },
44
- "memory": {
45
- "note_from_last_turn": "I am currently heavy on Wood, Brick, and Sheep. I must prioritize Ore and Wheat with my second settlement to ensure I don't get stuck in the mid-game."
46
- },
47
- "constraints": {
48
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
49
- "allowed_actions": [
50
- {
51
- "type": "roll_dice",
52
- "description": "Roll the dice",
53
- "example_parameters": "{}"
54
- },
55
- {
56
- "type": "use_dev_card",
57
- "description": "Play a development card",
58
- "example_parameters": "{\"card_type\": \"knight\"}"
59
- },
60
- {
61
- "type": "wait_for_response",
62
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
63
- "example_parameters": "{}"
64
- }
65
- ]
66
- }
67
- },
68
- "response_schema": {
69
- "type": "object",
70
- "required": [
71
- "internal_thinking",
72
- "action"
73
- ],
74
- "properties": {
75
- "internal_thinking": {
76
- "type": "string",
77
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
78
- "minLength": 1000
79
- },
80
- "note_to_self": {
81
- "type": "string",
82
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
83
- "maxLength": 100
84
- },
85
- "say_outloud": {
86
- "type": "string",
87
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
88
- "maxLength": 120
89
- },
90
- "action": {
91
- "type": "object",
92
- "required": [
93
- "type"
94
- ],
95
- "properties": {
96
- "type": {
97
- "type": "string",
98
- "description": "The action type (must match one from allowed_actions in constraints)"
99
- },
100
- "parameters": {
101
- "type": "string",
102
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
103
- }
104
- },
105
- "propertyOrdering": [
106
- "type",
107
- "parameters"
108
- ]
109
- }
110
- },
111
- "propertyOrdering": [
112
- "internal_thinking",
113
- "note_to_self",
114
- "say_outloud",
115
- "action"
116
- ]
117
- },
118
- "what_happened": "It's your turn.",
119
- "allowed_actions": [
120
- {
121
- "type": "roll_dice",
122
- "description": "Roll the dice",
123
- "example_parameters": "{}"
124
- },
125
- {
126
- "type": "use_dev_card",
127
- "description": "Play a development card",
128
- "example_parameters": "{\"card_type\": \"knight\"}"
129
- },
130
- {
131
- "type": "wait_for_response",
132
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
133
- "example_parameters": "{}"
134
- }
135
- ],
136
- "tools_schema": [
137
- {
138
- "name": "inspect_node",
139
- "description": "Get detailed information about a specific node on the board. USE THIS to verify node data instead of trying to interpret Arrays N and H yourself - this prevents hallucinations!",
140
- "parameters": {
141
- "type": "object",
142
- "properties": {
143
- "reasoning": {
144
- "type": "string",
145
- "description": "Explain WHY you're inspecting this specific node. What are you trying to verify or learn?"
146
- },
147
- "node_id": {
148
- "type": "integer",
149
- "description": "The node ID to inspect (e.g., 10, 18, 40)"
150
- }
151
- },
152
- "required": [
153
- "reasoning",
154
- "node_id"
155
- ]
156
- }
157
- },
158
- {
159
- "name": "find_best_nodes",
160
- "description": "Search for the best available nodes matching specific criteria. USE THIS instead of manually scanning the board - prevents missing opportunities!",
161
- "parameters": {
162
- "type": "object",
163
- "properties": {
164
- "reasoning": {
165
- "type": "string",
166
- "description": "Explain your search strategy. What kind of position are you looking for and why?"
167
- },
168
- "min_pips": {
169
- "type": "integer",
170
- "description": "Minimum total pip value (probability). Good nodes have 10+, excellent have 12+",
171
- "default": 0
172
- },
173
- "must_have_resource": {
174
- "type": "string",
175
- "description": "Required resource type (e.g., 'Wheat', 'Ore', 'Brick', 'Wood', 'Sheep')",
176
- "nullable": true
177
- },
178
- "exclude_blocked": {
179
- "type": "boolean",
180
- "description": "Skip nodes that cannot be built on (occupied or too close to other buildings)",
181
- "default": true
182
- },
183
- "prefer_port": {
184
- "type": "boolean",
185
- "description": "Prioritize nodes with port access",
186
- "default": false
187
- },
188
- "limit": {
189
- "type": "integer",
190
- "description": "Maximum number of results to return",
191
- "default": 10
192
- }
193
- },
194
- "required": [
195
- "reasoning"
196
- ]
197
- }
198
- },
199
- {
200
- "name": "analyze_path_potential",
201
- "description": "Analyze where a road path leads and what opportunities exist ahead. USE THIS to plan road building - shows ports and valuable nodes 1-2 steps away!",
202
- "parameters": {
203
- "type": "object",
204
- "properties": {
205
- "reasoning": {
206
- "type": "string",
207
- "description": "Explain your road-building strategy. Why analyze this path? What are you hoping to reach?"
208
- },
209
- "from_node": {
210
- "type": "integer",
211
- "description": "Starting node ID (where you currently have a settlement/road)"
212
- },
213
- "direction_node": {
214
- "type": "integer",
215
- "description": "Specific neighbor to analyze, or omit to see all directions",
216
- "nullable": true
217
- },
218
- "max_depth": {
219
- "type": "integer",
220
- "description": "How many steps ahead to look (1 or 2)",
221
- "default": 2
222
- }
223
- },
224
- "required": [
225
- "reasoning",
226
- "from_node"
227
- ]
228
- }
229
- }
230
- ]
231
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_4.txt DELETED
@@ -1,127 +0,0 @@
1
- === Prompt #4 for Alice ===
2
- Timestamp: 2026-01-11T14:06:35.681117
3
- Active Turn: True
4
-
5
- --- What Happened ---
6
- It's your turn.
7
-
8
- --- Tools Available ---
9
- - inspect_node: Get detailed information about a specific node on the board. USE THIS to verify ...
10
- - find_best_nodes: Search for the best available nodes matching specific criteria. USE THIS instead...
11
- - analyze_path_potential: Analyze where a road path leads and what opportunities exist ahead. USE THIS to ...
12
-
13
- --- Response Schema ---
14
- {
15
- "type": "object",
16
- "required": [
17
- "internal_thinking",
18
- "action"
19
- ],
20
- "properties": {
21
- "internal_thinking": {
22
- "type": "string",
23
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
24
- "minLength": 1000
25
- },
26
- "note_to_self": {
27
- "type": "string",
28
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
29
- "maxLength": 100
30
- },
31
- "say_outloud": {
32
- "type": "string",
33
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
34
- "maxLength": 120
35
- },
36
- "action": {
37
- "type": "object",
38
- "required": [
39
- "type"
40
- ],
41
- "properties": {
42
- "type": {
43
- "type": "string",
44
- "description": "The action type (must match one from allowed_actions in constraints)"
45
- },
46
- "parameters": {
47
- "type": "string",
48
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
49
- }
50
- },
51
- "propertyOrdering": [
52
- "type",
53
- "parameters"
54
- ]
55
- }
56
- },
57
- "propertyOrdering": [
58
- "internal_thinking",
59
- "note_to_self",
60
- "say_outloud",
61
- "action"
62
- ]
63
- }
64
-
65
- --- Prompt Content ---
66
- {
67
- "meta_data": {
68
- "agent_name": "Alice",
69
- "role": null
70
- },
71
- "task_context": {
72
- "what_just_happened": "It's your turn.",
73
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 3 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
74
- },
75
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Alice\",\"phase\":\"NORMAL_PLAY\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[12,\"Charlie\",\"S\"],[20,\"Alice\",\"S\"],[42,\"Bob\",\"S\"]],\"rds\":[[[20,10],\"Alice\"],[[42,41],\"Bob\"],[[12,13],\"Charlie\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":1,\"res\":{}},\"Charlie\":{\"vp\":1,\"res\":{}}}}",
76
- "social_context": {
77
- "recent_chat": [
78
- {
79
- "from": "Alice",
80
- "message": "hey everyone, good luck! i'll start us off over here on the 6-8-11."
81
- },
82
- {
83
- "from": "Alice",
84
- "message": "pointing this towards the port, seems like the most flexible move for now."
85
- },
86
- {
87
- "from": "Bob",
88
- "message": "hey alice, good luck! i think i'll grab this ore spot down here, looks like a solid foundation."
89
- },
90
- {
91
- "from": "Bob",
92
- "message": "pointing this way to try and find some wood and brick... can't build much with just rocks and bread!"
93
- },
94
- {
95
- "from": "Charlie",
96
- "message": "hey guys, good luck to you too! i'll take the 6-5-3 up here, looks like a good balance for now."
97
- },
98
- {
99
- "from": "Charlie",
100
- "message": "pointing this towards the wheat, gotta get some bread to go with all this mutton."
101
- }
102
- ]
103
- },
104
- "memory": {
105
- "note_from_last_turn": "I am currently heavy on Wood, Brick, and Sheep. I must prioritize Ore and Wheat with my second settlement to ensure I don't get stuck in the mid-game."
106
- },
107
- "constraints": {
108
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
109
- "allowed_actions": [
110
- {
111
- "type": "roll_dice",
112
- "description": "Roll the dice",
113
- "example_parameters": "{}"
114
- },
115
- {
116
- "type": "use_dev_card",
117
- "description": "Play a development card",
118
- "example_parameters": "{\"card_type\": \"knight\"}"
119
- },
120
- {
121
- "type": "wait_for_response",
122
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
123
- "example_parameters": "{}"
124
- }
125
- ]
126
- }
127
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
examples/ai_testing/my_games/session_20260111_134458/Alice/prompts/prompt_5.txt DELETED
@@ -1,127 +0,0 @@
1
- === Prompt #5 for Alice ===
2
- Timestamp: 2026-01-11T14:06:42.474481
3
- Active Turn: True
4
-
5
- --- What Happened ---
6
- It's your turn.
7
-
8
- --- Tools Available ---
9
- - inspect_node: Get detailed information about a specific node on the board. USE THIS to verify ...
10
- - find_best_nodes: Search for the best available nodes matching specific criteria. USE THIS instead...
11
- - analyze_path_potential: Analyze where a road path leads and what opportunities exist ahead. USE THIS to ...
12
-
13
- --- Response Schema ---
14
- {
15
- "type": "object",
16
- "required": [
17
- "internal_thinking",
18
- "action"
19
- ],
20
- "properties": {
21
- "internal_thinking": {
22
- "type": "string",
23
- "description": "Private strategy. Plan your move logically here. Analyze the board, probabilities, and opponents. NOTE: Keep your logic HERE. Do not leak technical explanations into 'say_outloud'.",
24
- "minLength": 1000
25
- },
26
- "note_to_self": {
27
- "type": "string",
28
- "description": "Save important observations for future turns (e.g., 'Player 3 is hoarding ore').",
29
- "maxLength": 100
30
- },
31
- "say_outloud": {
32
- "type": "string",
33
- "description": "Table talk. Must be natural. If nothing interesting happened, leave empty. If frustrated or happy, express it briefly. mimic real chat: no capitalization sometimes, slang allowed but not forced.",
34
- "maxLength": 120
35
- },
36
- "action": {
37
- "type": "object",
38
- "required": [
39
- "type"
40
- ],
41
- "properties": {
42
- "type": {
43
- "type": "string",
44
- "description": "The action type (must match one from allowed_actions in constraints)"
45
- },
46
- "parameters": {
47
- "type": "string",
48
- "description": "Action parameters as JSON string. Example: {\"node\": 14} or {}"
49
- }
50
- },
51
- "propertyOrdering": [
52
- "type",
53
- "parameters"
54
- ]
55
- }
56
- },
57
- "propertyOrdering": [
58
- "internal_thinking",
59
- "note_to_self",
60
- "say_outloud",
61
- "action"
62
- ]
63
- }
64
-
65
- --- Prompt Content ---
66
- {
67
- "meta_data": {
68
- "agent_name": "Alice",
69
- "role": null
70
- },
71
- "task_context": {
72
- "what_just_happened": "It's your turn.",
73
- "instructions": "Analyze the game state and select the optimal move from 'allowed_actions'. You have 3 possible actions. If you wish to negotiate or wait for other players, select the 'wait_for_response' action."
74
- },
75
- "game_state": "\n 1. LOOKUP TABLES:\n • \"H\" (Hexes): Array where Index = HexID. Value = Resource+Num.\n Example: H[1]=\"W12\" -> Hex 1 is Wood 12.\n • \"N\" (Nodes): Array where Index = NodeID.\n Format: [ [Neighbors], [HexIDs], Port? ]\n Logic: To find yield of Node 10, check N[10]. Get HexIDs (e.g. [1,5]). Look up H[1] and H[5].\n\n2. CODES: W=Wood, B=Brick, S=Sheep, Wh=Wheat, O=Ore, D=Desert.\n ?3=Any 3:1 port, X2=Specific Resource 2:1 port.\n\n3. STATE: \"bld\"=[NodeID, Owner, Type], \"rds\"=[[From,To], Owner].\n\n4. PLAYERS: \"res\"={Resource:Count}, \"dev\"={\"h\":[Hidden Cards], \"r\":[Revealed] (K=Knight)}, \n \"stat\"=[\"LR\" (Longest Road), \"LA\" (Largest Army)].\n\n5. ROBBER: Located at HexID specified in \"meta.robber\". H[id] is blocked.\n\nJSON:\n{\"meta\":{\"curr\":\"Alice\",\"phase\":\"NORMAL_PLAY\",\"robber\":10,\"dice\":null},\"H\":[\"\",\"W12\",\"S5\",\"W4\",\"S8\",\"B6\",\"W3\",\"Wh8\",\"B10\",\"W11\",\"D\",\"O3\",\"S4\",\"B10\",\"Wh9\",\"Wh6\",\"S11\",\"O5\",\"Wh9\",\"O2\"],\"N\":[null,[[2,9],[1]],[[1,3],[1],\"Wh2\"],[[2,4,11],[2,1],\"Wh2\"],[[3,5],[2]],[[4,6,13],[3,2]],[[5,7],[3],\"B2\"],[[6,15],[3],\"B2\"],[[9,18],[4],\"?3\"],[[8,10,1],[4,1],\"?3\"],[[9,11,20],[5,4,1]],[[10,12,3],[5,2,1]],[[11,13,22],[6,5,2]],[[12,14,5],[6,3,2]],[[13,15,24],[7,6,3]],[[14,16,7],[7,3]],[[15,26],[7],\"O2\"],[[18,28],[8],\"S2\"],[[17,19,8],[8,4]],[[18,20,30],[9,8,4]],[[19,21,10],[9,5,4]],[[20,22,32],[10,9,5]],[[21,23,12],[10,6,5]],[[22,24,34],[11,10,6]],[[23,25,14],[11,7,6]],[[24,26,36],[12,11,7]],[[25,27,16],[12,7],\"O2\"],[[26,38],[12]],[[29,17],[8],\"S2\"],[[28,30,39],[13,8]],[[29,31,19],[13,9,8]],[[30,32,41],[14,13,9]],[[31,33,21],[14,10,9]],[[32,34,43],[15,14,10]],[[33,35,23],[15,11,10]],[[34,36,45],[16,15,11]],[[35,37,25],[16,12,11]],[[36,38,47],[16,12],\"?3\"],[[37,27],[12],\"?3\"],[[40,29],[13]],[[39,41,48],[17,13],\"W2\"],[[40,42,31],[17,14,13]],[[41,43,50],[18,17,14]],[[42,44,33],[18,15,14]],[[43,45,52],[19,18,15]],[[44,46,35],[19,16,15]],[[45,47,54],[19,16]],[[46,37],[16]],[[49,40],[17],\"W2\"],[[48,50],[17]],[[49,51,42],[18,17],\"?3\"],[[50,52],[18],\"?3\"],[[51,53,44],[19,18]],[[52,54],[19],\"?3\"],[[53,46],[19],\"?3\"]],\"state\":{\"bld\":[[12,\"Charlie\",\"S\"],[20,\"Alice\",\"S\"],[42,\"Bob\",\"S\"]],\"rds\":[[[20,10],\"Alice\"],[[42,41],\"Bob\"],[[12,13],\"Charlie\"]]},\"players\":{\"Alice\":{\"vp\":1,\"res\":{}},\"Bob\":{\"vp\":1,\"res\":{}},\"Charlie\":{\"vp\":1,\"res\":{}}}}",
76
- "social_context": {
77
- "recent_chat": [
78
- {
79
- "from": "Alice",
80
- "message": "hey everyone, good luck! i'll start us off over here on the 6-8-11."
81
- },
82
- {
83
- "from": "Alice",
84
- "message": "pointing this towards the port, seems like the most flexible move for now."
85
- },
86
- {
87
- "from": "Bob",
88
- "message": "hey alice, good luck! i think i'll grab this ore spot down here, looks like a solid foundation."
89
- },
90
- {
91
- "from": "Bob",
92
- "message": "pointing this way to try and find some wood and brick... can't build much with just rocks and bread!"
93
- },
94
- {
95
- "from": "Charlie",
96
- "message": "hey guys, good luck to you too! i'll take the 6-5-3 up here, looks like a good balance for now."
97
- },
98
- {
99
- "from": "Charlie",
100
- "message": "pointing this towards the wheat, gotta get some bread to go with all this mutton."
101
- }
102
- ]
103
- },
104
- "memory": {
105
- "note_from_last_turn": "I am currently heavy on Wood, Brick, and Sheep. I must prioritize Ore and Wheat with my second settlement to ensure I don't get stuck in the mid-game."
106
- },
107
- "constraints": {
108
- "usage_instructions": "Choose one action type from the list below. Populate the 'parameters' field in your response strictly according to the 'example_parameters' structure provided.",
109
- "allowed_actions": [
110
- {
111
- "type": "roll_dice",
112
- "description": "Roll the dice",
113
- "example_parameters": "{}"
114
- },
115
- {
116
- "type": "use_dev_card",
117
- "description": "Play a development card",
118
- "example_parameters": "{\"card_type\": \"knight\"}"
119
- },
120
- {
121
- "type": "wait_for_response",
122
- "description": "Do nothing on the board, just wait or communicate. Use this when you want to talk, negotiate, or think without taking a game action.",
123
- "example_parameters": "{}"
124
- }
125
- ]
126
- }
127
- }