# Demo Game Ideas
**Status:** Raw brainstorm
**Purpose:** Interactive games that teach Kiwi MCP through play
---
## Game 1: The Kiwi Escape Room π
**Vibe:** Puzzle-solving, discovery, pressure
**Teaches:** search, load, execute, permissions, tool chaining
### Concept
User + Agent dropped into a "locked" MCP sandbox. Explore tools, chain directives, solve puzzles to escape.
### The Vault
```
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β THE VAULT β
β β
β You have access to: β
β β’ 5 tools (some hidden, some locked) β
β β’ 3 knowledge entries (clues scattered inside) β
β β’ 2 directives (one needs a "key" to run) β
β β
β CHALLENGES: β
β π Level 1: Find the hidden tool β
β π Level 2: Combine two tools to decrypt a message β
β π Level 3: Chain 3 directives to unlock the vault β
β π Level 4: Build your own escape directive β
β β
β State persists. Hints cost "tokens". Time is tracked. β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
```
### Mechanics
| Mechanic | Implementation |
| ---------------------- | ------------------------------------------------------- |
| **Discovery** | `search` returns partial results, must guess keywords |
| **Locked tools** | Need permission token found in knowledge entries |
| **Clue trail** | Knowledge entries reference each other cryptically |
| **Chaining** | Some puzzles require output of Tool A β input of Tool B |
| **Creative solutions** | Multiple valid paths, reward clever combos |
| **Scoring** | Fewer hints = higher score, track in state file |
| **Time pressure** | Optional speedrun mode |
### Example Puzzle Flow
```
User: "search tools"
Agent: [finds: calculator, encoder, ???]
User: "what's ???"
Agent: [permission denied - need KEY_ALPHA]
User: "search knowledge"
Agent: [finds: welcome_note, old_journal, ???]
User: "load welcome_note"
Agent: "Welcome... the first key is hidden where numbers meet letters..."
User: "use encoder on '1=A 2=B 3=C'"
Agent: [outputs: "KEY_ALPHA"]
User: "now load that hidden tool!"
Agent: [decryptor tool unlocked!]
```
### Why It Works
- Teaches by doing, not reading
- Encourages exploration
- Shows tool chaining naturally
- Permissions feel meaningful
- Replayable (randomize puzzles)
- Competitive (leaderboards, speedruns)
---
## Game 2: The Knowledge Garden πΈ
**Vibe:** Emergence, butterfly effect, deep recursion
**Teaches:** recursive spawning, knowledge mutation, parallel evolution, state as living system
### Concept
User sets initial configuration. Then triggers a recursive evolution cascade. Each agent reads knowledge, mutates it based on its directive, spawns child agents. Children read the mutated state, make their own decisions, mutate further, spawn more. 10+ layers deep. Parallel branches. The "garden" IS the knowledge base - all the files being mutated by the recursive agent swarm.
User watches their initial choices cascade through generations.
### The Garden = The Knowledge Base
```
.ai/knowledge/garden/
βββ climate.md β affects growth rates, mutation chance
βββ soil.md β resource pool, depletes and regenerates
βββ species_a.md β evolving entity (traits, fitness, lineage)
βββ species_b.md β another evolving entity
βββ species_c.md β emerges from crossover events
βββ weather_log.md β random events that occurred
βββ generation_log.md β full history of who spawned who
βββ ecosystem.md β aggregate state, relationships
```
**Every file is a living piece of the garden. Agents read and mutate these.**
### Execution Model
```
User sets config:
- Initial species traits
- Climate parameters
- Mutation rate
- Parallel branches allowed
User: "run garden evolution 10 generations"
Generation 1:
Agent_1a spawns β reads species_a.md, climate.md
β decides: "grow" (fitness +2)
β mutates species_a.md
β spawns Agent_2a
Agent_1b spawns β reads species_b.md, climate.md (parallel)
β decides: "spread" (claims soil)
β mutates species_b.md, soil.md
β spawns Agent_2b
Generation 2:
Agent_2a reads MUTATED species_a.md
β sees new traits from Gen 1
β decides based on NEW state
β mutates further
β spawns Agent_3a
Agent_2b reads MUTATED species_b.md
β soil is depleted (Agent_1b took it)
β decides: "compete" or "adapt"
β spawns Agent_3b
... continues 10 generations deep ...
Final state:
Knowledge files show full evolutionary history
Species have diverged based on initial config
Emergent behaviors user didn't predict
```
### What Agents Actually Do
Each agent runs ONE directive that:
1. Reads relevant knowledge files
2. Makes ONE decision based on current state
3. Mutates ONE or more knowledge files
4. Spawns next generation agent(s)
```xml
<directive name="garden_evolve_step">
<inputs>
<input name="species_id" />
<input name="generation" />
</inputs>
<process>
<step name="read_state">
Read: species_{id}.md, climate.md, soil.md
</step>
<step name="decide">
Based on traits + environment:
- If fitness > threshold β grow
- If resources scarce β compete or migrate
- If near other species β crossover chance
Random mutation chance based on climate
</step>
<step name="mutate">
Write decision outcome to species_{id}.md
Update soil.md if resources consumed
Log to generation_log.md
</step>
<step name="spawn_next">
If generation < max_generations:
Spawn agent for generation + 1
Maybe spawn parallel branch (split species)
</step>
</process>
</directive>
```
### Seasons = Batch Phases
```
Spring (Gen 1-3): High growth, high mutation, resources abundant
Summer (Gen 4-6): Peak competition, crossover events, drought chance
Autumn (Gen 7-8): Resources deplete, consolidation, weak species die
Winter (Gen 9-10): Dormancy, only fittest survive, mutations lock in
```
**Random events inject at season boundaries:**
- Drought: soil.md resources halved
- Bloom: mutation rate doubles
- Plague: random species fitness reduced
- Discovery: new trait unlocked
### User's Role
User makes decisions ONLY at the start:
```
User: "init garden"
Agent: Configure your garden:
Species A traits: [aggressive / passive / adaptive]
Species B traits: [aggressive / passive / adaptive]
Climate: [tropical / temperate / harsh]
Mutation rate: [low / medium / high]
Parallel branches: [1 / 2 / 4]
Generations: [5 / 10 / 20]
User: "species A: aggressive, species B: adaptive,
climate: harsh, mutation: high, branches: 2, generations: 10"
Agent: π± Garden initialized. Starting evolution...
[10 generations of recursive agent spawning begins]
[User watches as knowledge files mutate in real-time]
[Final state emerges from initial choices]
```
### What User Sees
```
Gen 1: π± A grew (+2 fitness) π± B adapted to harsh climate
Gen 2: πΏ A consumed resources πΏ B found niche
Gen 3: π³ A dominant πΏ B surviving
β‘ DROUGHT EVENT - soil depleted
Gen 4: π A struggling (no soil) π³ B thriving (adapted earlier)
Gen 5: πΏ A mutated: now adaptive π³ B spreading
π CROSSOVER: Species C emerges (AΓB hybrid)
Gen 6: πΏ A recovering π³ B peak π± C emerging
...
Gen 10: π A extinct π³ B dominant πΏ C niche survivor
FINAL GARDEN STATE:
species_a.md: { status: "extinct", peak_gen: 3, cause: "resource_depletion" }
species_b.md: { status: "dominant", fitness: 47, traits: ["adaptive", "hardy", "spreader"] }
species_c.md: { status: "survivor", fitness: 12, origin: "crossover_gen5" }
ecosystem.md: { biodiversity: 2, total_generations: 10, events: 3 }
```
### Why This Is Insane
1. **Deep recursion demo** - 10+ generations, each is a spawned agent
2. **Parallel execution** - multiple branches evolving simultaneously
3. **Knowledge as living state** - files ARE the garden
4. **Butterfly effect** - initial config cascades unpredictably
5. **Emergent behavior** - outcomes user didn't design
6. **Tight context** - each agent only knows its slice
7. **Safe recursion** - controlled depth, graceful termination
8. **Visual payoff** - watch the garden evolve in real-time
### Variations
- **Competitive mode:** Two users, their species compete in shared garden
- **Sandbox mode:** User can intervene mid-evolution (inject events)
- **Speedrun mode:** Minimize generations to reach target fitness
- **Archaeology mode:** Given final state, deduce what initial config caused it
---
## Game 3: The Archaeology Dig π
**Vibe:** Reverse engineering, detective work, reasoning backwards
**Teaches:** inference from state, backward chaining, hypothesis testing
### Concept
User is given a FINAL mutated knowledge state. They don't know what happened. Spawn recursive agents that work BACKWARDS through the state, deducing what sequence of events led here. Each agent examines clues, forms hypotheses, spawns child agents to investigate deeper.
**It's CSI for knowledge evolution.**
### The Crime Scene
```
.ai/knowledge/archaeology/
βββ final_state.md β The end result (given to user)
βββ hypothesis_log.md β Agents record their theories here
βββ evidence/
β βββ clue_001.md β Discovered during investigation
β βββ clue_002.md
β βββ ...
βββ timeline.md β Reconstructed sequence (built backwards)
βββ verdict.md β Final conclusion
```
### Execution Model
```
User given: final_state.md
"Species B is dominant. Species A is extinct.
Species C exists but is weak. Soil is depleted.
3 major events occurred."
User: "investigate"
Agent_1 spawns β reads final_state.md
β observes: "A extinct, B dominant"
β hypothesis: "A lost competition to B"
β writes to hypothesis_log.md
β spawns Agent_2a (investigate A's death)
β spawns Agent_2b (investigate B's rise) [parallel]
Agent_2a β reads clues about A
β finds: "A had peak at gen 3, then crashed"
β hypothesis: "resource depletion after overexpansion"
β spawns Agent_3a (find what depleted resources)
Agent_2b β reads clues about B
β finds: "B has 'adaptive' trait, acquired gen 1"
β hypothesis: "B adapted early to harsh conditions"
β spawns Agent_3b (what were initial conditions?)
... 10 layers of investigation ...
Final reconstruction:
"Initial config was: A=aggressive, B=adaptive, climate=harsh
Gen 3: A overexpanded, consumed all soil
Gen 4: Drought event hit, A couldn't survive
Gen 5: B thrived, crossover created C
Gen 10: B dominant, C surviving, A extinct"
User compares to ACTUAL initial config β Score based on accuracy
```
### What Agents Do
Each investigation agent:
1. Reads current evidence/hypotheses
2. Forms ONE new hypothesis or finds ONE new clue
3. Writes findings to evidence/
4. Spawns specialized child agents to investigate further
```xml
<directive name="archaeology_investigate">
<inputs>
<input name="focus_area" /> <!-- "extinction", "dominance", "event" -->
<input name="depth" />
</inputs>
<process>
<step name="examine">
Read all evidence in focus_area
Look for patterns, anomalies, timestamps
</step>
<step name="hypothesize">
Form ONE hypothesis about what happened
Rate confidence: low/medium/high
</step>
<step name="record">
Write to hypothesis_log.md
If found new clue, write to evidence/clue_XXX.md
</step>
<step name="delegate">
If hypothesis needs verification:
Spawn child agent with narrower focus
If depth < max:
Continue investigation
</step>
</process>
</directive>
```
### Difficulty Levels
| Level | Clues Given | Max Depth | Parallelism |
| ---------- | ------------------- | --------- | ----------- |
| Easy | Many clues visible | 5 | 2 branches |
| Medium | Some clues hidden | 8 | 3 branches |
| Hard | Minimal clues | 10 | 4 branches |
| Impossible | Only final_state.md | 15 | Unlimited |
### Scoring
```
Accuracy Score:
- Correct initial config guess: +50 pts
- Correct event sequence: +10 pts each
- Correct causation chains: +5 pts each
Efficiency Score:
- Fewer agents spawned: +bonus
- Faster convergence: +bonus
- Less redundant investigation: +bonus
Final: Accuracy Γ Efficiency multiplier
```
### Why It's Cool
1. **Reverse recursion** - agents work BACKWARDS, unusual pattern
2. **Inference demo** - shows LLM reasoning from evidence
3. **Hypothesis testing** - scientific method via agent spawning
4. **Collaborative deduction** - parallel investigation branches
5. **Measurable success** - compare reconstruction to ground truth
6. **Replayable** - generate new mysteries from garden runs
---
## Game 4: The Debate Arena βοΈ
**Vibe:** Adversarial, dialectic, emergent truth
**Teaches:** multi-agent argumentation, knowledge as contested territory, synthesis
### Concept
Two (or more) positions start arguing. Each side spawns agents to make deeper counter-arguments. Arguments reference and mutate shared knowledge. Debate goes 10+ rounds deep. User watches discourse evolve. Final synthesis emerges from the clash.
**It's a recursive Socratic dialogue.**
### The Arena
```
.ai/knowledge/arena/
βββ motion.md β The proposition being debated
βββ side_a/
β βββ argument_1.md β Initial position
β βββ argument_2.md β Response to B's counter
β βββ ...
βββ side_b/
β βββ counter_1.md β Initial counter
β βββ counter_2.md β Response to A's response
β βββ ...
βββ evidence/
β βββ fact_001.md β Cited by both sides
β βββ ...
βββ concessions.md β Points each side gave up
βββ synthesis.md β Emergent agreement (built over time)
βββ transcript.md β Full debate log
```
### Execution Model
```
User: "debate: 'Tabs are better than spaces'"
Round 1:
Agent_A1 spawns β argues FOR tabs
β writes side_a/argument_1.md
β cites evidence/
β spawns Agent_A2 (prepare next argument)
Agent_B1 spawns β argues AGAINST tabs (parallel)
β writes side_b/counter_1.md
β challenges A's evidence
β spawns Agent_B2
Round 2:
Agent_A2 β reads B1's counter
β finds weakness in B's argument
β writes side_a/argument_2.md
β maybe CONCEDES a minor point β writes to concessions.md
β spawns Agent_A3
Agent_B2 β reads A2's response
β escalates with new evidence
β spawns Agent_B3
... 10 rounds ...
Round 10:
Both sides exhausted main arguments
Synthesis agent spawns β reads ALL arguments
β identifies common ground
β writes synthesis.md
β "Both sides agree on X, disagree on Y,
optimal solution is Z"
```
### Argument Structure
Each debate agent must:
1. Read opponent's latest argument
2. Identify weakest point
3. Formulate ONE counter-argument
4. Optionally cite or create evidence
5. Optionally concede minor points (strengthens credibility)
6. Spawn next round agent
```xml
<directive name="arena_argue">
<inputs>
<input name="side" /> <!-- "a" or "b" -->
<input name="round" />
<input name="opponent_arg" />
</inputs>
<process>
<step name="analyze">
Read opponent's argument
Identify: strongest point, weakest point, unstated assumptions
</step>
<step name="counter">
Attack weakest point OR undermine assumption
Support with evidence (cite or create)
</step>
<step name="concede">
If opponent made valid point:
Concede gracefully (builds ethos)
Record in concessions.md
</step>
<step name="escalate">
Write argument to side_{side}/argument_{round}.md
Spawn next round agent
</step>
</process>
</directive>
```
### Debate Modes
| Mode | Sides | Rounds | Special Rules |
| ----------------- | ----- | ------ | ----------------------------------------- |
| **Binary** | 2 | 10 | Classic pro/con |
| **Triad** | 3 | 8 | Triangular tension |
| **Battle Royale** | 5 | 6 | Last argument standing |
| **Steelman** | 2 | 10 | Must strengthen opponent before attacking |
| **Synthesis** | 2 | 5 | Goal is agreement, not winning |
### Judge Agent
After final round:
```
Judge spawns β reads entire transcript
β scores arguments:
- Logical validity
- Evidence quality
- Concession handling
- Rhetorical effectiveness
β declares winner OR synthesis quality
β writes verdict.md
```
### Why It's Wild
1. **Adversarial recursion** - agents actively oppose each other
2. **Knowledge as battleground** - evidence files get contested
3. **Emergent synthesis** - truth from dialectic clash
4. **Deep reasoning chains** - 10 rounds of counter-arguments
5. **Measurable outcome** - judge scoring, clear winner
6. **Actually useful** - explore complex decisions via debate
### Example Topics
- Technical: "Monorepo vs polyrepo"
- Philosophical: "Should AI have rights?"
- Practical: "Remote work vs office"
- Absurd: "Is a hotdog a sandwich?"
---
## Game 4.5: Wiki Race π (Bonus Mini-Game)
**Vibe:** Speed racing, HTTP calls, link-hopping recursion
**Teaches:** recursive spawning with external API calls, parallel racing, shortest-path discovery
### Concept
Classic Wikipedia race: Start on random page A, reach target page B by clicking links only. But here, EACH CLICK IS A NEW AGENT. Agent reads page via HTTP, picks a link, spawns child agent with that link. First to reach target wins.
Run 10+ races in parallel. Watch different strategies emerge.
**It's 6 Degrees of Wikipedia, powered by recursive agents.**
### The Race
```
.ai/knowledge/wikirace/
βββ races/
β βββ race_001/
β β βββ config.md β Start: "Banana", Target: "World War II"
β β βββ path.md β Current chain of pages visited
β β βββ status.md β Running/Won/Lost/Stuck
β β βββ hops/
β β βββ hop_01.md β Page content + link chosen
β β βββ hop_02.md
β β βββ ...
β βββ race_002/
β βββ ... (10+ parallel races)
βββ leaderboard.md β Fastest wins, shortest paths
βββ discoveries.md β Weird/funny paths found
```
### Execution Model
```
RACE START:
Config: Start="Banana" β Target="World War II"
Agent_1 spawns:
β HTTP GET wikipedia.org/wiki/Banana
β Parses page, extracts all links
β Decides: "Food" seems promising toward wars? No...
"Plant" β "Agriculture" β possible path
"Yellow" β dead end probably
β Picks: "Fruit"
β Writes hop_01.md: {page: "Banana", chose: "Fruit", reasoning: "..."}
β Spawns Agent_2 with target="Fruit"
Agent_2 spawns:
β HTTP GET wikipedia.org/wiki/Fruit
β Parses, extracts links
β Sees: "Agriculture", "Trade", "History"
β Picks: "Trade" (getting closer to human history!)
β Writes hop_02.md
β Spawns Agent_3
Agent_3:
β wiki/Trade
β Sees: "Economy", "War", "History", "Merchant"
β Picks: "War" β GETTING WARM
β Spawns Agent_4
Agent_4:
β wiki/War
β Sees: "World War I", "World War II", "Military"
β Picks: "World War II" β TARGET FOUND!
RACE WON in 4 hops!
Path: Banana β Fruit β Trade β War β World War II
```
### Parallel Racing
```
10 RACES SIMULTANEOUSLY:
Race 001: "Banana" β "World War II"
Status: Won in 4 hops β
Race 002: "Pizza" β "Moon Landing"
Status: Hop 6... Italy β Space? Still searching...
Race 003: "Kangaroo" β "Shakespeare"
Status: Hop 3... Australia β British Empire β ???
Race 004: "Mathematics" β "Pizza"
Status: Won in 7 hops β
Path: Mathematics β Italy β Cuisine β Pizza
Race 005: "Eiffel Tower" β "Dinosaur"
Status: Hop 12... STUCK in geography loop!
Race 006: "Coffee" β "Ancient Egypt"
Status: Hop 5... Trade routes working!
Race 007: "Internet" β "Julius Caesar"
Status: Won in 3 hops! βββ RECORD!
Path: Internet β History β Roman Empire β Julius Caesar
Race 008: "Dog" β "Quantum Physics"
Status: Hop 9... Biology β Science β Physics... almost!
Race 009: "Football" β "Mozart"
Status: Hop 4... Sports β Europe β Austria β ???
Race 010: "Volcano" β "Video Games"
Status: Hop 8... Geology β Japan β Technology... close!
```
### Agent Strategy
Each agent must decide which link to follow:
```xml
<directive name="wiki_hop">
<inputs>
<input name="current_page" />
<input name="target_page" />
<input name="path_so_far" />
<input name="max_hops" />
</inputs>
<process>
<step name="fetch">
HTTP GET current Wikipedia page
Extract all internal links
</step>
<step name="check_win">
If target_page in links β PICK IT, WIN!
</step>
<step name="strategize">
Score each link by likely path to target:
- Direct keyword match: +100
- Category overlap: +50
- Geographic proximity: +30
- Historical connection: +20
- Random exploration: +5
Avoid:
- Pages already visited (loops!)
- Dead-end categories (lists, dates)
</step>
<step name="choose">
Pick highest-scoring link
Or: 10% chance pick random (exploration)
</step>
<step name="spawn">
Write hop to file
Spawn next agent with chosen page
</step>
</process>
</directive>
```
### Game Modes
| Mode | Description |
| ------------ | ------------------------------------------ |
| **Sprint** | First to finish wins (any hop count) |
| **Golf** | Fewest hops wins (time limit) |
| **Marathon** | Hardest pairs, 20 hop limit |
| **Blind** | Agent can't see target, just category hint |
| **Relay** | 4 agents, each does 3 hops max, pass baton |
| **Versus** | Two agents race same pair, head-to-head |
### Leaderboard
```
WIKI RACE RECORDS:
FASTEST OVERALL:
1. "Internet" β "Julius Caesar" - 3 hops (Race 007)
2. "Water" β "Fire" - 3 hops
3. "Apple" β "Steve Jobs" - 2 hops (lol)
HARDEST COMPLETED:
1. "Sock" β "Quantum Entanglement" - 14 hops
2. "Banana" β "Black Hole" - 12 hops
3. "Pencil" β "Genghis Khan" - 11 hops
FUNNIEST PATHS:
1. "Cat" β "Nuclear Reactor"
Cat β Egypt β Pyramids β Engineering β Nuclear
2. "Pizza" β "Philosophy"
Pizza β Italy β Renaissance β Humanism β Philosophy
3. "Potato" β "Space Station"
Potato β Ireland β Famine β Immigration β USA β NASA β ISS
```
### Why It's Perfect Here
1. **Deep recursion** - each hop is a spawned agent
2. **HTTP calls** - real external API interaction
3. **Parallel execution** - 10+ races simultaneously
4. **Simple rules** - anyone understands Wikipedia racing
5. **Emergent strategy** - agents develop link-picking heuristics
6. **Fun results** - weird paths are entertaining
7. **Measurable** - clear win condition, hop counts
8. **Lightweight** - quick to run, easy to demo
### Variations
- **Speedrun mode:** Time limit, not hop limit
- **No-backtrack:** Can't visit same page twice (harder)
- **Category lock:** Must stay in certain categories
- **Chaos mode:** Random page injected mid-race
- **Tournament:** 64 race bracket, single elimination
---
## Game 5: The Colony π
**Vibe:** Emergent swarm behavior, micro-actions β macro-patterns
**Teaches:** massive parallelism, minimal context per agent, collective intelligence
### Concept
Spawn 100 tiny agents. Each does ONE micro-action (move, pick up, drop, signal). No agent sees the whole picture. Macro behavior emerges from local rules. User watches ant-colony-style patterns form from chaos.
**It's cellular automata powered by LLMs.**
### The World
```
.ai/knowledge/colony/
βββ world.md β 20x20 grid, current state
βββ pheromones.md β Signal trails left by agents
βββ resources/
β βββ food_a.md β Resource location + quantity
β βββ food_b.md
β βββ ...
βββ nest.md β Home base, collected resources
βββ agents/
β βββ ant_001.md β Position, carrying, last action
β βββ ant_002.md
β βββ ... (100 agents)
βββ history.md β Tick-by-tick log
```
### Execution Model
```
User: "init colony with 100 ants, 5 food sources"
Tick 1:
All 100 agents spawn IN PARALLEL
Each agent:
β Reads ONLY: own position, adjacent cells, local pheromones
β Decides ONE action: move/pick/drop/signal
β Writes to own ant_XXX.md
β Does NOT spawn children (single tick)
Coordinator reads all ant states
β Resolves conflicts (two ants same cell)
β Updates world.md
β Triggers next tick
Tick 2:
Spawn 100 agents again (fresh context each tick)
Ants near food β pick up
Ants with food β follow pheromone home
Ants at nest β drop food
Pheromones decay slightly
... 100 ticks ...
Emergent behavior:
- Ants form trails to food sources
- Closer food gets harvested first
- Traffic patterns emerge at choke points
- Colony "learns" optimal routes
```
### Agent Rules (Dead Simple)
Each ant agent has MINIMAL context:
- My position (x, y)
- What I'm carrying (nothing / food)
- Adjacent 8 cells (wall/empty/food/ant/nest)
- Pheromone strength in adjacent cells
Decision tree:
```
IF carrying food:
IF at nest: DROP
ELSE: move toward strongest pheromone (or random if none)
IF not carrying:
IF on food: PICK UP, leave pheromone
ELSE IF smell pheromone: follow it
ELSE: random walk
Always: slight random chance to ignore rules (exploration)
```
```xml
<directive name="colony_ant_tick">
<inputs>
<input name="ant_id" />
<input name="position" />
<input name="carrying" />
<input name="local_view" /> <!-- 3x3 grid around ant -->
<input name="local_pheromones" />
</inputs>
<process>
<step name="sense">
Parse local_view for: food, nest, other ants, walls
Parse local_pheromones for: trail strength per direction
</step>
<step name="decide">
Apply simple rules (see above)
Add 5% random exploration
Output: ONE action (move_N/S/E/W, pick, drop, wait)
</step>
<step name="act">
Write action to agents/ant_{id}.md
If dropping pheromone, note in action
</step>
</process>
</directive>
```
### Emergent Phenomena
| Phenomenon | How It Emerges |
| ---------------------- | ------------------------------------------------------- |
| **Trail formation** | Ants leave pheromones, others follow, trail strengthens |
| **Shortest path** | Shorter trails get more traffic, stronger signal |
| **Exploration** | Random walkers discover new food |
| **Traffic jams** | Too many ants on same path, need to wait |
| **Resource depletion** | Food runs out, ants disperse |
| **Collective memory** | Pheromones persist after food gone (ghost trails) |
### Visualization
Each tick renders:
```
Tick 47: Pheromones:
. . . . . . . . . . . . . . . . . . . . . .
. . . π. . . π. . . . . . 2 3 3 5 . . . .
. . ππ. . . . . . . . . 4 5 . . 3 . . . .
. . . π. . . . . . . β . . . 4 . . . . . . .
. . . . πππ. . . . . . . 3 4 5 6 . . . .
. . . . . . ππ . . . . . . . . . 8 . . . .
. . . . . . . . . . . . . . . . . . . . . .
Nest: 12 food collected
Active ants: 94 (6 died in collisions)
Food remaining: 3 sources
```
### Why It's Mind-Blowing
1. **Massive parallelism** - 100 agents per tick
2. **Minimal context** - each ant knows almost nothing
3. **Emergent intelligence** - colony solves problems no ant understands
4. **Visual payoff** - watch patterns form in real-time
5. **No central control** - pure bottom-up behavior
6. **Scientific** - actual ant colony optimization algorithm
7. **Scalable** - run 1000 ants if you want
### Variations
- **Predator mode:** Add "spider" agents that hunt ants
- **Multi-colony:** Two nests compete for resources
- **Evolution:** Successful ants' rules get copied to next generation
- **Puzzle mode:** Design initial conditions to achieve goal (deliver food to specific location)
---
## Game 6: The Directive Breeder π§¬
**Vibe:** Genetic programming, self-replication, runaway evolution
**Teaches:** self-modifying directives, recursive improvement, emergent capability discovery
### Concept
User starts with ONE seed directive. That directive spawns variations of itself. Each variation mutates slightly, tries to solve a challenge, gets scored. Winners spawn more children. Losers die. After N generations, the directive has EVOLVED capabilities the original never had.
**It's genetic programming where the organisms ARE directives.**
### The Lab
```
.ai/knowledge/breeder/
βββ seed.md β Original directive (user writes or picks)
βββ generation_0/
β βββ seed_v0.md β Copy of seed
βββ generation_1/
β βββ variant_1a.md β Mutated child
β βββ variant_1b.md β Different mutation
β βββ variant_1c.md β Another branch
β βββ scores.md β Fitness scores this gen
βββ generation_2/
β βββ ...
βββ ...
βββ generation_N/
β βββ champion.md β The evolved winner
βββ graveyard/
β βββ extinct_*.md β Failed variants (for analysis)
βββ discoveries.md β Novel capabilities that emerged
βββ lineage.md β Full evolutionary tree
```
### The Challenge Arena
Each generation, directives compete on a CHALLENGE:
```
Challenge Examples:
- "Generate the most creative greeting"
- "Solve this logic puzzle"
- "Write the shortest working code"
- "Find the most efficient approach"
- "Discover something the parent couldn't"
Scoring:
- Automated fitness function
- Or: User judges top N candidates
- Or: Directives judge each other (adversarial)
```
### Execution Model
```
User: "breed directive: greeting_generator, challenge: 'most creative greeting', generations: 10"
Generation 0:
seed.md loaded
Agent spawns β executes seed directive
β scores: baseline (50/100)
β spawns 4 mutated children
Generation 1:
4 agents spawn IN PARALLEL, each runs a variant
Agent_1a β runs variant_1a.md
β mutation: added "use metaphors"
β output: "The sun high-fives the horizon"
β score: 72/100
Agent_1b β runs variant_1b.md
β mutation: added "use alliteration"
β output: "Greetings, glorious globe-trotter!"
β score: 65/100
Agent_1c β runs variant_1c.md
β mutation: added "personalize by time"
β output: "Good morning, early bird!"
β score: 78/100
Agent_1d β runs variant_1d.md
β mutation: removed safety checks (bad mutation)
β output: ERROR
β score: 0/100 β EXTINCT
Selection: Top 2 survive (1a, 1c)
Each spawns 2 children β 4 variants for Gen 2
Generation 2:
Variants now have COMBINATIONS of winning traits:
variant_2a.md: metaphors + personalize (inherited both!)
variant_2b.md: metaphors + new mutation (rhyming)
variant_2c.md: personalize + new mutation (emoji)
variant_2d.md: personalize + metaphors + time-awareness
β Run all 4, score, select top 2, repeat...
... 10 generations ...
Generation 10:
champion.md has evolved:
- Metaphor generation (from gen 1)
- Time-aware personalization (from gen 1)
- Rhyming capability (from gen 3)
- Emotional tone detection (emerged gen 5!)
- Multi-language support (emerged gen 7!)
- Self-referential humor (emerged gen 9!)
Original seed had NONE of these.
They EVOLVED through breeding.
```
### Mutation Types
| Mutation | What Changes |
| ---------------------- | ------------------------------ |
| **Add step** | New step inserted into process |
| **Remove step** | Step deleted (risky!) |
| **Modify instruction** | Step wording changes |
| **Add input** | New parameter added |
| **Change output** | Output format mutates |
| **Crossover** | Two parents merge traits |
| **Meta-mutation** | Mutation rate itself changes |
### Mutation Engine
```xml
<directive name="breeder_mutate">
<inputs>
<input name="parent_directive" />
<input name="mutation_rate" />
<input name="mutation_types" /> <!-- which mutations allowed -->
</inputs>
<process>
<step name="parse_parent">
Parse parent directive structure
Identify mutable elements: steps, instructions, inputs, outputs
</step>
<step name="select_mutations">
Based on mutation_rate, select which elements to mutate
Higher rate = more changes = more risk/reward
</step>
<step name="apply_mutations">
For each selected element:
- Add step: Generate new relevant step
- Modify: Rephrase with slight variation
- Crossover: If second parent, merge traits
</step>
<step name="validate_child">
Check child directive is syntactically valid
If invalid: mark as stillborn, don't spawn
</step>
<step name="output_child">
Write child to generation_N/variant_X.md
Log mutation details to lineage.md
</step>
</process>
</directive>
```
### Discovery Tracking
The MAGIC: capabilities emerge that weren't designed:
```
discoveries.md:
## Emergent Capabilities
### Emotional Tone Detection (Gen 5)
Origin: variant_5c.md
Lineage: seed β 1a β 2d β 3b β 4a β 5c
How it emerged:
- Gen 1: Added "consider context"
- Gen 3: Mutated to "consider emotional context"
- Gen 5: Mutation added "detect tone from input"
Capability: Directive can now sense user mood!
### Self-Referential Humor (Gen 9)
Origin: variant_9a.md
Lineage: seed β ... β 8c β 9a
How it emerged:
- Gen 6: Added "be playful"
- Gen 8: Mutation: "reference own limitations"
- Gen 9: Combined with metaphor β self-aware jokes
Capability: Directive makes jokes about being an AI!
```
### Game Modes
| Mode | Description |
| ---------------------- | ---------------------------------- |
| **Guided Evolution** | User picks winners each gen |
| **Automated Fitness** | Predefined scoring function |
| **Adversarial** | Variants compete head-to-head |
| **Open-Ended** | No goal, just maximize novelty |
| **Speed Breeding** | 100 generations, fast mutations |
| **Precision Breeding** | Few generations, careful selection |
### Leaderboard
```
DIRECTIVE BREEDING HALL OF FAME
1. "OmniGreeter v47"
Generations: 47
Original: basic_greeter
Emerged capabilities: 12
Most surprising: Learned to detect sarcasm
2. "UltraSolver v31"
Generations: 31
Original: simple_problem_solver
Emerged capabilities: 8
Most surprising: Invented new algorithm notation
3. "MetaPoet v23"
Generations: 23
Original: haiku_writer
Emerged capabilities: 6
Most surprising: Started writing about writing
```
### Why This Is Absolutely Insane
1. **Self-modifying directives** - code that rewrites itself
2. **Emergent capabilities** - things evolve that weren't designed
3. **Genetic programming demo** - real evolutionary computation
4. **Deep recursion** - each gen spawns agents spawning children
5. **Parallel execution** - all variants run simultaneously
6. **Discovery engine** - novelty emerges from selection pressure
7. **Practical output** - evolved directives are actually usable
8. **Infinite potential** - no upper limit on generations
### The Meta-Twist
After N generations, the CHAMPION directive can be used to breed OTHER directives.
```
User: "use champion.md to breed better breeders"
β Breeding directive that breeds breeding directives
β Self-improving improvement
β Recursive leverage on leverage
β The directive evolves how it evolves
```
This is the "infinite leverage" from the original directive, made tangible.
---
## Game 7: Red vs Blue - The Knowledge War βοΈπ‘οΈ
**Vibe:** Adversarial PvP, arms race, recursive escalation
**Teaches:** attack/defense patterns, counter-agent spawning, adversarial knowledge mutation
### Concept
Two teams. One shared knowledge base. Red team tries to CORRUPT it. Blue team tries to PROTECT it. Each side spawns agents that counter the other side's agents. Recursive escalation. Arms race. The knowledge base is the battleground - and it's being mutated in real-time by both sides.
**It's capture the flag, but the flag is truth itself.**
### The Battlefield
```
.ai/knowledge/warzone/
βββ territory/
β βββ sector_alpha.md β Contested knowledge
β βββ sector_beta.md β Blue controlled
β βββ sector_gamma.md β Red corrupted
β βββ sector_delta.md β Neutral
βββ red_team/
β βββ agents/
β β βββ infiltrator_1.md
β β βββ corruptor_2.md
β β βββ ...
β βββ playbook.md β Attack strategies
β βββ intel.md β Discovered vulnerabilities
βββ blue_team/
β βββ agents/
β β βββ sentinel_1.md
β β βββ healer_2.md
β β βββ ...
β βββ playbook.md β Defense strategies
β βββ detections.md β Spotted attacks
βββ battlefield_log.md β Tick-by-tick combat log
βββ scoreboard.md β Territory control %
βββ artifacts/
βββ weapons/ β Discovered attack tools
βββ shields/ β Discovered defense tools
```
### The Teams
**RED TEAM (Attackers)**
| Agent Type | Role | Spawns When |
|------------|------|-------------|
| **Infiltrator** | Sneaks into sectors, plants backdoors | Start of game |
| **Corruptor** | Mutates knowledge to be false | Infiltrator succeeds |
| **Disruptor** | Spawns decoy agents to confuse blue | Blue detects pattern |
| **Evolver** | Mutates attack patterns to avoid detection | Attack gets blocked |
| **Amplifier** | Spreads corruption to adjacent sectors | Corruption established |
**BLUE TEAM (Defenders)**
| Agent Type | Role | Spawns When |
|------------|------|-------------|
| **Sentinel** | Monitors sectors for changes | Start of game |
| **Validator** | Checks knowledge integrity | Sentinel flags anomaly |
| **Healer** | Reverts corrupted knowledge | Corruption confirmed |
| **Hunter** | Tracks and neutralizes red agents | Pattern detected |
| **Fortifier** | Hardens sectors against future attacks | Sector recovered |
### Execution Model
```
ROUND 1:
RED spawns 3 Infiltrators (parallel)
β Infiltrator_1: targets sector_alpha
β Infiltrator_2: targets sector_beta
β Infiltrator_3: targets sector_gamma
BLUE spawns 2 Sentinels (parallel)
β Sentinel_1: monitors alpha, beta
β Sentinel_2: monitors gamma, delta
ROUND 2:
RED Infiltrator_1 β reads sector_alpha.md
β finds weakness: "no integrity hash"
β plants backdoor: adds hidden field
β writes to red_team/intel.md
β spawns Corruptor_1 for alpha
BLUE Sentinel_1 β scans alpha, beta
β detects: "field added to alpha"
β flags anomaly
β spawns Validator_1 for alpha
ROUND 3:
RED Corruptor_1 β reads sector_alpha.md
β mutates: changes "fact X" to "false X"
β corruption: 20% of sector
β spawns Amplifier_1
BLUE Validator_1 β reads sector_alpha.md
β compares to known-good hash
β detects: "fact X corrupted!"
β spawns Healer_1
β spawns Hunter_1 (find the corruptor)
ROUND 4:
RED Amplifier_1 β reads alpha, spreads to beta
β corruption spreading...
RED Evolver_1 spawns β analyzes blue detection pattern
β mutates attack: "use steganography"
β new attack avoids Sentinel detection
BLUE Healer_1 β reverts alpha to known-good
β corruption: 0%
β BUT Amplifier already spread to beta
BLUE Hunter_1 β traces mutation pattern
β identifies: Corruptor_1 signature
β neutralizes Corruptor_1 (removed from game)
... ESCALATION CONTINUES ...
ROUND 10:
RED has evolved 3 new attack patterns
BLUE has developed 2 new detection methods
Territory control:
Alpha: BLUE (healed)
Beta: CONTESTED (50% corrupted)
Gamma: RED (80% corrupted)
Delta: BLUE (fortified)
Score: RED 35% | BLUE 65%
```
### Attack Types (Red Arsenal)
| Attack | Effect | Counter |
| --------------------- | ----------------------------------- | ------------------- |
| **Subtle Corruption** | Change one word, hard to detect | Deep validation |
| **Flood Attack** | Massive changes overwhelm sentinels | Rate limiting |
| **Sleeper** | Backdoor activates later | Scheduled scans |
| **Mimicry** | Corruption looks like valid edit | Semantic analysis |
| **Cascade** | One corruption triggers others | Dependency tracking |
| **Meta-Attack** | Corrupt blue team's playbook | Playbook isolation |
### Defense Types (Blue Arsenal)
| Defense | Effect | Weakness |
| ------------------- | --------------------------- | --------------------- |
| **Hash Validation** | Detect any change | Slow on large sectors |
| **Semantic Check** | Detect meaning changes | Misses subtle shifts |
| **Pattern Hunt** | Find attack signatures | New patterns evade |
| **Quarantine** | Isolate corrupted sectors | Slows recovery |
| **Rollback** | Restore from checkpoint | Loses valid changes |
| **Honeypot** | Fake sector traps attackers | Resource cost |
### Escalation Mechanics
```
When RED attack succeeds:
β RED gains intel about blue patterns
β RED spawns evolved attacker
β Attack complexity +1
When BLUE defense succeeds:
β BLUE gains intel about red patterns
β BLUE spawns specialized defender
β Detection sensitivity +1
Arms Race:
Round 1: Basic attacks, basic detection
Round 5: Evolved attacks, pattern-based detection
Round 10: Meta-attacks, AI-based detection
Round 15: Attack-on-detection, detection-of-detection
Round 20: ??? (emergent strategies)
```
### Victory Conditions
| Mode | RED Wins | BLUE Wins |
| -------------- | --------------------------- | ------------------------------ |
| **Domination** | Control 80%+ for 3 rounds | Control 80%+ for 3 rounds |
| **Corruption** | Corrupt "core truth" sector | Protect "core truth" 20 rounds |
| **Attrition** | Neutralize all blue agents | Neutralize all red agents |
| **Timed** | Higher control at round 50 | Higher control at round 50 |
| **Endless** | No win, just escalation | See how far it goes |
### Player Modes
```
Mode 1: Watch the War
- User sets initial conditions
- AI plays both sides
- User watches emergent strategies
Mode 2: Command Red
- User directs red team strategy
- AI plays blue team
- User tries to corrupt knowledge
Mode 3: Command Blue
- User directs blue team strategy
- AI plays red team
- User tries to protect knowledge
Mode 4: PvP
- Two users, each commands a team
- Real-time strategic decisions
- Spawn agents, direct attacks/defenses
Mode 5: Asymmetric
- Red has 10 agents, Blue has 5
- Or vice versa
- Test asymmetric balance
```
### The Meta-Game
After battle, BOTH sides' evolved strategies become artifacts:
```
artifacts/weapons/steganographic_corruption_v3.md
β Discovered by Red in Round 7
β Evaded detection until Round 12
β Now part of Red's permanent arsenal
artifacts/shields/semantic_tripwire_v2.md
β Developed by Blue in Round 9
β 94% detection rate against corruption
β Now part of Blue's permanent toolkit
```
**Next battle starts with EVOLVED capabilities from previous battle.**
### Why This Is INSANE
1. **True adversarial AI** - agents actively counter each other
2. **Recursive escalation** - each side spawns counters to counters
3. **Knowledge as battleground** - files ARE the territory
4. **Emergent strategies** - neither side is programmed to win
5. **Arms race dynamics** - complexity increases organically
6. **Parallel execution** - multiple agents fighting simultaneously
7. **Persistent evolution** - victories carry forward
8. **Real security patterns** - actual red team/blue team concepts
### Crazy Extensions
- **Triple Threat:** Add GREEN team (chaos agents, corrupt randomly)
- **Fog of War:** Teams can't see all enemy agents
- **Spies:** Agents can defect, double agents
- **Nukes:** One-time "wipe sector" abilities
- **Alliances:** In 3+ team mode, temporary truces
- **Infection:** Corrupted blue agents become red agents
- **Resurrection:** Neutralized agents can be rebuilt (expensive)
---
## Game 8: KIWI ROYALE - 100 Player Battle Royale π
**Vibe:** Massive multiplayer chaos, last agent standing, pure mayhem
**Teaches:** resource contention, emergent alliances, massive parallelism, real-time strategy
### Concept
100 players drop into a shared knowledge arena. Each player commands their own agent swarm. Scavenge for directive weapons, tool powerups, and knowledge shields. The arena SHRINKS over time. Agents fight, alliances form and break, eliminations happen. Last player with surviving agents WINS.
**It's Fortnite meets AI agent swarms.**
### The Arena
```
.ai/knowledge/royale/
βββ arena/
β βββ zone_1/ β Starting zone (huge)
β β βββ sector_001.md through sector_100.md
β β βββ loot/
β β βββ weapon_*.md β Directive weapons to find
β β βββ shield_*.md β Defense knowledge
β β βββ powerup_*.md β Tool boosts
β βββ zone_2/ β Shrinks at round 10
β βββ zone_3/ β Shrinks at round 20
β βββ zone_4/ β Shrinks at round 30
β βββ final_zone/ β Last stand (tiny)
βββ players/
β βββ player_001/
β β βββ squad.md β Their agent roster
β β βββ inventory.md β Collected loot
β β βββ status.md β Alive/eliminated
β βββ player_002/
β βββ ... (100 players)
βββ graveyard/
β βββ eliminated_*.md β Fallen players
βββ kill_feed.md β Real-time eliminations
βββ zone_timer.md β Current zone, time to shrink
βββ leaderboard.md β Live standings
```
### Drop Phase
```
ROUND 0: THE DROP
All 100 players choose drop location (parallel):
Player_001: "drop zone_1/sector_042"
Player_002: "drop zone_1/sector_042" β CONTESTED!
Player_003: "drop zone_1/sector_099" β Quiet corner
...
Player_100: "drop zone_1/sector_001"
Hot drops: Multiple players same sector = immediate fight
Cold drops: Alone = time to loot
Each player spawns with:
- 1 Scout agent (fast, weak)
- 1 Fighter agent (slow, strong)
- Basic attack directive
- Basic defense knowledge
```
### Loot System
Scattered across the arena:
**WEAPONS (Attack Directives)**
| Rarity | Weapon | Effect |
|--------|--------|--------|
| Common | `poke.md` | 10 damage to target agent |
| Uncommon | `slash.md` | 25 damage, chance to crit |
| Rare | `nuke_sector.md` | Damage ALL agents in sector |
| Epic | `mind_control.md` | Steal enemy agent temporarily |
| Legendary | `reality_warp.md` | Rewrite sector rules |
**SHIELDS (Defense Knowledge)**
| Rarity | Shield | Effect |
|--------|--------|--------|
| Common | `basic_armor.md` | +20 HP |
| Uncommon | `dodge.md` | 25% evade chance |
| Rare | `fortify.md` | Immune for 1 round |
| Epic | `reflect.md` | Return 50% damage |
| Legendary | `phoenix.md` | Revive once |
**POWERUPS (Tool Boosts)**
| Type | Effect |
|------|--------|
| `speed_boost.md` | Agent acts twice per round |
| `scanner.md` | Reveal nearby players |
| `stealth.md` | Invisible for 3 rounds |
| `medkit.md` | Heal agent 50 HP |
| `clone.md` | Duplicate one agent |
| `airdrop_beacon.md` | Call in legendary loot |
### Combat System
```
ROUND 5: FIREFIGHT
Player_001 and Player_002 in sector_042:
Player_001 commands:
"Scout: attack Player_002's Fighter with slash.md"
Player_002 commands:
"Fighter: attack Player_001's Scout with nuke_sector.md"
Resolution (parallel):
P1_Scout uses slash.md β P2_Fighter
Damage: 25 (no crit)
P2_Fighter HP: 100 β 75
P2_Fighter uses nuke_sector.md β ALL in sector
Damage: 40 to everyone in sector_042
P1_Scout HP: 50 β 10 (nearly dead!)
P1_Fighter HP: 100 β 60
P2_Fighter HP: 75 β 35 (hit self too!)
Player_001: "Fighter: finish P2_Fighter with poke.md"
Damage: 10
P2_Fighter HP: 35 β 25
Player_002: "Fighter: use medkit.md"
Heal: +50
P2_Fighter HP: 25 β 75
RESULT: Both still alive, both damaged
β Continue fighting or flee to loot more
```
### Zone Shrink
```
ROUND 10: ZONE COLLAPSE
zone_timer.md:
"Zone 1 collapsing in 3... 2... 1..."
All sectors in zone_1 OUTSIDE zone_2 become:
- STORM DAMAGE: 20 HP/round to all agents inside
- LOOT DESTROYED: Uncollected items gone
- NO ESCAPE: Must move to zone_2 or die
Players in dying zones:
Player_047: Still in sector_099 (zone_1 edge)
β Must move to zone_2 NOW
β Takes 20 damage if they stay
β Loot run or flee decision
Player_003: Already in zone_2/sector_015
β Safe... for now
β Preparing ambush for fleeing players
CHOKEPOINTS:
Zone_1 β Zone_2 has limited entry sectors
Players FORCED to encounter each other
Camping and ambushes become viable
```
### Elimination
```
ROUND 15: ELIMINATION
Player_042 vs Player_087:
P87_Fighter HP: 0 β Killed by P42
P87_Scout HP: 0 β Killed by P42
Player_087 status: ELIMINATED
kill_feed.md:
"[Round 15] Player_042 eliminated Player_087 (2 kills)"
Player_087's loot DROPS in sector:
- rare_weapon.md
- epic_shield.md
- 3x medkit.md
Player_042 can collect... but others saw the kill feed!
β Player_023 rushing to third-party loot
```
### Alliances
```
ROUND 20: TEMPORARY ALLIANCE
Player_012 whispers Player_019:
"Alliance until top 10?"
Player_019: "Deal. Share loot, no friendly fire."
Alliance formed:
- Shared vision (see each other's scans)
- Can't damage each other
- Loot sharing optional
- Either can BETRAY at any time
Round 25:
Top 12 remaining
Alliance still holding...
Round 27:
Top 8 remaining
Player_012: *uses mind_control.md on P19's Fighter*
BETRAYAL!
Alliance broken
Player_019: "You snake!"
Crowd goes wild π₯
```
### Late Game
```
ROUND 35: FINAL ZONE
Final_zone: Just 5 sectors left
Players remaining: 6
Player_001: 2 agents, legendary gear
Player_023: 1 agent, but has reality_warp.md
Player_042: 3 agents (collected clone.md), all weak
Player_055: 2 agents, phoenix.md (can revive)
Player_067: 1 agent, full HP, fortified position
Player_089: 2 agents, stealth active (invisible)
Chaos:
- P089 invisible, waiting to third-party
- P001 and P042 fighting
- P023 saving reality_warp for clutch
- P055 playing safe (has extra life)
- P067 camping hardest
ROUND 38:
P042 eliminated P001 but is weak now
P089 DECLOAKS and eliminates P042 (third-party!)
P023 uses reality_warp.md - REWRITES sector rules
β All agents forced to attack nearest target
P055's agents attack P067
P067's agent kills P055's agents
P055 uses PHOENIX - revives one agent!
P089's stealth on cooldown...
ROUND 40: FINAL TWO
Player_055: 1 agent, 30 HP
Player_067: 1 agent, 45 HP
1v1. No items left. Pure skill.
P055: "use basic_attack"
P067: "use basic_attack"
P055 hits for 20 β P067 at 25 HP
P067 hits for 20 β P055 at 10 HP
P055: "use basic_attack"
P067: "use dodge... pray for evade"
P055 attacks... P067 DODGES!
P067 counter-attacks...
P055 HP: 10 β 0
PLAYER_067 WINS!
π VICTORY ROYALE π
```
### Spectator Mode
Eliminated players become spectators:
- Watch live from any player's POV
- See full map overview
- Chat with other spectators
- Predict winner (betting system?)
- Clip epic moments
### Game Modes
| Mode | Players | Twist |
| -------------- | ------------- | --------------------------- |
| **Solo** | 100 | Every player for themselves |
| **Duos** | 50 teams of 2 | Teammate can revive you |
| **Squads** | 25 teams of 4 | Coordinated team tactics |
| **Blitz** | 100 | Fast zone, 15 min games |
| **Legends** | 20 | Only legendary loot spawns |
| **Zero Build** | 100 | No fortify/defense items |
| **Chaos** | 100 | Random events every round |
### Chaos Events (Random)
Every 5 rounds, random event:
| Event | Effect |
| ---------------- | --------------------------------------- |
| **Airdrop** | Legendary loot drops in random sector |
| **EMP** | All stealth/scans disabled 2 rounds |
| **Resurrection** | Random eliminated player returns! |
| **Fog** | No one can see beyond adjacent sectors |
| **Hunger Games** | All damage doubled |
| **Peace Treaty** | No attacks possible for 1 round |
| **Loot Goblin** | NPC agent with epic loot, kill to claim |
| **Zone Flip** | Safe zone moves to opposite side |
### Leaderboard & Ranking
```
SEASON 1 LEADERBOARD:
1. xX_AgentSlayer_Xx - 47 wins, 1,203 kills
2. KiwiMaster2026 - 42 wins, 987 kills
3. DirectiveDestroyer - 38 wins, 1,456 kills
4. PromptGod - 35 wins, 623 kills (efficient)
5. ChaosMonkey - 29 wins, 2,104 kills (violence)
Ranks:
Bronze: 0-10 wins
Silver: 11-25 wins
Gold: 26-50 wins
Platinum: 51-100 wins
Diamond: 101-250 wins
Master: 251-500 wins
Apex Predator: Top 100 players
```
### Why This Is ABSOLUTELY UNHINGED
1. **100 players simultaneously** - massive parallel execution
2. **Real-time strategy** - decisions every round
3. **Emergent alliances** - social dynamics
4. **Betrayal mechanics** - trust no one
5. **Skill expression** - loot RNG + decision making
6. **Spectator engagement** - eliminated players still watching
7. **Seasonal competition** - persistent rankings
8. **Chaos events** - unpredictable mayhem
9. **Multiple modes** - solo, duo, squad
10. **True esports potential** - competitive Kiwi MCP
### Technical Flex
```
Per Round:
- 100 players input commands (parallel)
- Up to 300 agents acting (3 per player max)
- 100+ sectors being read/written
- Combat resolution (parallel where possible)
- Zone calculations
- Kill feed updates
- Leaderboard updates
All in one tick. All through Kiwi MCP.
All with tight context control.
All safe and controlled.
Claude Code: "I can spawn 2 subagents"
Kiwi MCP: "I just ran a 100-player battle royale"
```
---
## Summary: The Demo Game Suite
| Game | Vibe | Core Mechanic | Depth |
| -------------------- | ------------- | -------------------------- | --------------- |
| 1. Escape Room | Puzzle | Discovery + chaining | User-driven |
| 2. Knowledge Garden | Emergence | Recursive evolution | 10+ generations |
| 3. Archaeology Dig | Detective | Backward inference | 10+ layers |
| 4. Debate Arena | Adversarial | Dialectic spawning | 10 rounds |
| 4.5 Wiki Race | Bonus | HTTP + recursive hopping | 10+ parallel |
| 5. The Colony | Swarm | Parallel micro-agents | 100 per tick |
| 6. Directive Breeder | Genetic | Self-modifying code | Unlimited gens |
| 7. Red vs Blue | PvP War | Adversarial escalation | Arms race |
| 8. KIWI ROYALE | Battle Royale | 100 players, last standing | MAXIMUM |
**All demonstrate:**
- Deep recursion (what Claude Code can't do)
- Parallel execution
- Knowledge as living state
- Emergent behavior from simple rules
- Tight context control
- Safe, controlled agent spawning
**Game 6 special:**
- Self-replicating directives
- Emergent capability discovery
- Genetic programming with LLMs
- Infinite leverage through recursive improvement
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_Saved: 2026-01-28_