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Capabilities ​

GAOS supplies product-neutral mechanisms and infrastructure around a product-owned deterministic reducer.

Capability map ​

AreaGAOS suppliesProduct supplies
TicksSequential, simultaneous, response-priority, and fixed-rate executionParticipation, phases, legal actions, and cadence policy
WorldsSquare, hex, graph, multi-board, and collection containersBoards, terrain, adjacency, tokens, and meaning
Hidden informationSeat, team, fog, zone, revelation, and spectator projectionsSecret state, visibility rules, and memory
ResolutionSettlement waves, movement, claims, arrivals, portals, pushes, projectiles, gates, triggers, and transportConditions, effects, mutations, and presentation
AgentsSingle- and multi-agent environments, concrete actions, rewards, drivers, and CLI adaptersPrompts, decision policy, objectives, and hosted execution
ControlUnified behavior-tree, human-input, and agent-input sources with replaceable actor or seat bindingsActor eligibility, possession rules, handoff policy, and fallback actions
Room agentsMultiple conversational agents, explanatory manifests, privacy-bounded routing, exact channel transcripts, interruption, speech/caption adapters, reconnect state, services, watchers, polls, and optional actor/seat action proposalsScoped observations, persona and wake policy, model/voice providers, store adapter, and game-authoritative crowd commands
Presentation cuesOrdered idempotent host-to-renderer cues, acknowledgements, bounded reconnect replay, repair detection, and emergency interruptionCue meanings, media/assets, scene handlers, snapshots, and rendering
SessionsPrepared transitions, canonical inputs, idempotency, reconnect state, and evidence capturePersistence, transport, matchmaking, and operational policy
VerificationReplay, signatures, chains, semantic recheck, and verifier interfacesHistorical 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;
  • AgentEnvironment or MultiAgentEnvironment;
  • 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 →

Game-as-a-Benchmark: one product reducer for human play, agent evaluation, and verifiable exact runs.