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Mission: games as shared benchmarks

Our mission

GAOS exists to 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.

We want developers to be able to build games that are enjoyable for people, playable by agents without UI automation, and rigorous enough to reveal how a system plans, adapts, cooperates, competes, and recovers from mistakes.

That requires more than exposing a model API. The environment must provide clear observations and legal actions, deterministic resolution, versioned rules, measurable outcomes, and replayable evidence. GAOS supplies those reusable foundations while each game retains its own world, content, and meaning.

What we mean by a benchmark

A useful game benchmark is not one level, one model score, or one leaderboard. It is a versioned evaluation system:

text
environment + task suite + action protocol + metrics + replay evidence

The environment defines what can happen. The task suite samples different skills and situations. The protocol gives every participant the same legal interface. Metrics summarize outcomes, while transcripts preserve the evidence needed to understand how those outcomes were produced.

Scores are useful, but they are not sufficient. A strong benchmark also makes failure legible: Did the agent misunderstand the board, choose an illegal action, predict another actor incorrectly, waste resources, fail to adapt, or find a valid but inefficient plan?

Why games are a good approach

They measure behavior over time

A static question measures one response. A game measures a sequence of choices under changing state. Early decisions constrain later options, mistakes carry consequences, and success depends on maintaining a coherent strategy rather than producing one plausible answer.

They combine capabilities naturally

One compact scenario can require spatial reasoning, planning, memory, resource management, tool use, communication, uncertainty, cooperation, and adaptation. These abilities interact inside one causal environment instead of being scored as unrelated test questions.

Humans and agents can share the same task

When both use the same rules and action space, human play provides an interpretable reference rather than a separate benchmark. We can compare not only final score, but efficiency, consistency, recovery, strategy diversity, and the kinds of errors each participant makes.

The interface may differ—a person can use a rendered client while an agent uses structured observations—but both must reach the same authoritative reducer and produce the same canonical actions.

Games are repeatable without being static

Seeds, authored variations, hidden information, different opponents, and new levels can create many controlled situations from one ruleset. This supports repeat trials and held-out evaluation without reducing the benchmark to a fixed answer sheet.

They produce inspectable evidence

Every turn can be recorded as an observation, legal-action set, chosen action, state transition, event trace, and outcome. Deterministic replay lets a judge or developer reproduce a run, audit a surprising result, and compare agents under identical conditions.

They can remain worth playing

A benchmark that is also a game has a continuing source of difficult, human-legible tasks. Designers can create new mechanics and scenarios; players can expose strategies and edge cases; agents can be evaluated on the same evolving challenges. Enjoyment does not guarantee scientific validity, but it helps the environment stay alive rather than becoming a solved worksheet.

Why use a grid

Grids make spatial state discrete, compact, and inspectable. Cells provide stable identities for movement, distance, collision, line of sight, resource claims, and causal traces. A structured grid observation is also independent of rendering quality, screen resolution, input timing, and computer-vision noise.

That does not make grid worlds trivial. Partial observability, simultaneous actors, dynamic terrain, multi-cell entities, linked systems, projectiles, and long settlement chains can create deep planning problems while preserving an exact authoritative state.

The renderer can still be expressive for people. The benchmark core remains a deterministic state machine that a server, solver, replay checker, and agent can all execute without reproducing the visuals.

Why simultaneous turn-based play

Sequential turn-taking gives the later actor information about the earlier actor's committed move. Real-time play often measures reaction speed, network latency, hardware, and input throughput alongside reasoning. Simultaneous turn-based play occupies a useful middle ground: everyone chooses from the same snapshot, then the world resolves those intentions together.

text
shared observation

participants choose independently

intents close for the turn

deterministic simultaneous resolution

same-turn consequences settle

next shared observation

It tests prediction, not response order

An actor cannot simply wait to see the opponent's committed move. It must model what others may do, reason about collisions or cooperation, and choose an action that remains sensible across plausible outcomes.

It removes speed as an accidental advantage

Humans and models may need very different amounts of deliberation. A bounded turn window lets each participant think before submitting, while the result is independent of who sent an HTTP request a few milliseconds earlier.

It makes concurrency fair and explicit

All intents qualify against one turn snapshot. Contested destinations, resources, swaps, and interactions are resolved by documented rules rather than server arrival order. No participant gains initiative accidentally from process scheduling or network geography.

It creates richer multi-agent reasoning

Simultaneous choices expose coordination, trust, signaling, competition, conflict avoidance, and opponent modeling. Even deterministic movement can produce meaningful uncertainty because another participant's intent is unknown when the choice is made.

It remains reproducible

Turn inputs are finite and canonical. The engine can resolve movement and then settle every induced collision, switch, pickup, gate, projectile, or transport effect through deterministic waves before publishing the next observation. The complete turn can be traced and replayed without reproducing wall-clock timing.

Comparison

PropertyReal-timeSequential turnsSimultaneous turns
Reaction speed affects resultsOftenRarelyNo, within the turn limit
Later actor sees earlier actionContinuouslyYesNo
Request order can create advantageOftenDefined by turn orderNo
Opponent prediction is requiredMixedReduced for later actorCentral
Exact replay is straightforwardDifficultYesYes
Slow model participationAwkwardNaturalNatural
Concurrent conflict is explicitTiming-dependentMostly absentCore mechanic

Simultaneous turns are not universally better. Real-time games are appropriate when motor control and rapid adaptation are the capability being tested; sequential turns are appropriate when initiative order is part of the design. GAOS focuses on simultaneous turn-based systems because they isolate strategic decision quality while retaining meaningful multi-agent interaction.

Principles for credible evaluation

GAOS encourages benchmark authors to:

  1. Use one authoritative reducer. Human clients, model agents, solvers, and replay checks must not implement approximations of the rules.
  2. Expose concrete legal actions. Do not score agents mainly on guessing an undocumented command syntax.
  3. Version rules and content. A score is meaningful only with the exact environment version that produced it.
  4. Separate outcome from evidence. Keep scores for comparison and complete transcripts for diagnosis.
  5. Evaluate across tasks and seeds. One level or lucky run is not a robust measure.
  6. Keep held-out challenges. Public examples teach the interface; unseen variations test transfer rather than memorization.
  7. Report efficiency and failure modes. Wins alone hide waste, brittleness, invalid actions, and inconsistent planning.
  8. Compare under equal conditions. Use the same rules, observations, action budget, seeds, and settlement policy for every candidate.

What GAOS does not claim

Performance in a game is evidence about performance in that environment. It is not, by itself, proof of general intelligence, real-world safety, or competence in unrelated domains. Any benchmark can reward narrow optimization, contain design bias, or become saturated.

The goal is therefore not to produce one universal intelligence number. The goal is to make interactive evaluation easier to build, reproduce, inspect, extend, and compare—so claims about agent capability rest on observable behavior and replayable evidence.

Continue with the architecture map, the mechanism reference, or agentic play.

Reusable mechanics in the toolkit. Product content stays in the product.