Capabilities
GAOS supplies product-neutral mechanisms and infrastructure around a product-owned deterministic reducer.
Capability map
| Area | GAOS supplies | Product supplies |
|---|---|---|
| Ticks | Sequential, simultaneous, response-priority, and fixed-rate execution | Participation, phases, legal actions, and cadence policy |
| Worlds | Square, hex, graph, multi-board, and collection containers | Boards, terrain, adjacency, tokens, and meaning |
| Hidden information | Seat, team, fog, zone, revelation, and spectator projections | Secret state, visibility rules, and memory |
| Resolution | Settlement waves, movement, claims, arrivals, portals, pushes, projectiles, gates, triggers, and transport | Conditions, effects, mutations, and presentation |
| Agents | Single- and multi-agent environments, concrete actions, rewards, drivers, and CLI adapters | Prompts, decision policy, objectives, and hosted execution |
| Control | Unified behavior-tree, human-input, and agent-input sources with replaceable actor or seat bindings | Actor eligibility, possession rules, handoff policy, and fallback actions |
| Room agents | Multiple conversational agents, explanatory manifests, privacy-bounded routing, exact channel transcripts, interruption, speech/caption adapters, reconnect state, services, watchers, polls, and optional actor/seat action proposals | Scoped observations, persona and wake policy, model/voice providers, store adapter, and game-authoritative crowd commands |
| Presentation cues | Ordered idempotent host-to-renderer cues, acknowledgements, bounded reconnect replay, repair detection, and emergency interruption | Cue meanings, media/assets, scene handlers, snapshots, and rendering |
| Sessions | Prepared transitions, canonical inputs, idempotency, reconnect state, and evidence capture | Persistence, transport, matchmaking, and operational policy |
| Verification | Replay, signatures, chains, semantic recheck, and verifier interfaces | Historical reducer, semantic adapter, publication, and trust policy |
One reducer across people and agents
TickReducer accepts zero, one, or many canonically ordered actions per tick. Its full or seat-redacted views can drive:
- a human renderer;
AgentEnvironmentorMultiAgentEnvironment;- an authoritative host;
- deterministic solvers and tests; and
- replay re-simulation.
The product owns the reducer. GAOS keeps its consumers on a common contract.
Composable game shapes
Games can use one mechanism family or combine several:
- boards, graphs, decks, hands, bags, queues, and slots;
- sequential, simultaneous WEGO, and fixed-rate play;
- cards, targets, durations, response windows, and patterns;
- hidden roles, fog of war, teams, and spectators;
- movement contention, resource claims, portals, chain reactions, projectiles, pushes, gates, triggers, transport, and settlement waves; and
- seeded randomness, scoring helpers, behavior trees, and solvers.
Each mechanism owns deterministic ordering and failure semantics. Product callbacks retain game-specific rules and mutations.
Verifiable exact runs
gaos.replay packages versioned inputs, seeds, results, signatures, and historical adapter identity. A verifier can check the exact recorded run without repeating model inference.
Verification remains conditional on historical verifier availability and independent authorization:
- v0.25 accepts either a pinned adapter or a product-owned, content-addressed verifier kit; and
- the product or benchmark authority retains publication, retention, and digest-trust policy.
What GAOS does not provide
GAOS does not prescribe reducers, semantic adapters, characters, cards, terrain, objectives, score meaning, prompts, held-out content, matchmaking, hosting, rendering, identity, anti-cheat policy, or leaderboards.
See architecture and ownership → · Browse every mechanism → · Start building →