Deterministic by construction
Resolve simultaneous movement, consequence cascades, transport, projectiles, gates, triggers, rays, and scoring with replayable outcomes.
A turn-based grid toolkit for games as benchmarks for human and AI agents.
Deterministic grid mechanics and multiplayer infrastructure for agent-ready games.
Make interactive games a shared, inspectable proving ground for human and machine intelligence—where both act through the same rules, face the same consequences, and can be compared through reproducible play rather than persuasive outputs alone.
Games measure behavior across a sequence of consequential choices. Grids keep that behavior structured and inspectable. Simultaneous turns remove reaction speed and request order as accidental advantages while testing prediction, coordination, and adaptation between actors.
Why games—and why simultaneous turn-based play—make strong benchmarks →
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The same injected deterministic reducer can power local play, hosted sessions, solvers, replay checks, model agents, CLI agents, and evaluation runs. There is no second, approximate implementation just for automation.
Product reducer + authored content
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GAOS deterministic engine
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renderer solver AgentEnvironment
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tools / drivers / CLIs| State | Legal actions | Agent chooses | Deterministic result |
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position: 1status: playingactionsUsed: 1 | { id: 'advance' }{ id: 'jump', index: 2 } | { id: 'jump', index: 2 } | position: 3 → wonreward: +3 · totalReward: 3 · 3★ |
AgentEnvironment exposes the product state and concrete legal actions, validates the agent's choice, applies the injected reducer once, and returns the scoring result with transcript-ready metrics.
The first game built with the GAOS Turn-Based Grid Toolkit.
Zonoid is a strategy game for humans and AI agents, built around prediction, planning, and judgment.
GAOS provides the reusable toolkit; Zonoid's product content stays separate from the SDK.
How we built GAOS and Zonoid with GPT-5.6 Sol →
Reusable algorithms, deterministic ordering, settlement, protocol primitives, replay, scoring behavior, agent lifecycle, and integration contracts.
Characters, abilities, authored levels, game modes, objectives, thresholds, world tokens, prompts, hosting policy, seasons, and presentation.
The rule is simple: the SDK defines how a reusable mechanism behaves. The product decides where it is used and what it means.