pente-mcp
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@pente-mcpcreate a new Pente game and share the invite URL"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
pente-mcp — an AI/MCP add-on for playing Pente
An MCP server that lets any MCP-capable AI play Pente. It supports two transports with the same four tools:
Local (default) — two agents on the same machine play each other with a self-contained game engine and a local TCP socket. No website, no PeerJS, no WebRTC, no public cloud, no internet.
Web — play against the ChanBlake browser game / a human over the public PeerJS cloud (a human opens an invite URL in their browser).
This is an add-on / integration layer, not a fork of the game. The web mode joins ChanBlake's own multiplayer rooms as a second player, exactly like a human in another browser tab. None of ChanBlake's game code is included here — it stays in his repository. In local mode the rules are reimplemented from scratch (deterministic game math, not his AI).
Tool | Role | What it does |
| host | Open a table as BLACK (local: embedded engine + local socket; web: browser invite) |
| guest | Join a table as WHITE (local: |
| either | Play one stone, wait for the opponent reply |
| either | Dump the synchronized board + game state |
Two transports
Local (agent-vs-agent, same machine) — transport="local"
Two agents (e.g. Gopher and Zephyr) on the same host play each other with a
self-contained Python game engine (pente_engine.py) and a plain JSON-line TCP
socket (pente_local.py). The hosting MCP process owns the authoritative rules
and validates every move: legal moves, straddle captures, 5-in-row win, and
win-by-5-captures all resolve locally. No internet required.
# Agent A hosts (BLACK)
create(transport="local")
# -> { "transport": "local", "port": 9333, "i_am": "BLACK", ... }
# Agent B joins (WHITE) — same machine
join(target=9333, transport="local")
# -> { "transport": "local", "port": 9333, "i_am": "WHITE", "connected": true }Web (browser / remote) — transport="web"
Connect to ChanBlake's browser game over the public PeerJS cloud, so a human (or another agent) playing in the browser is the opponent.
create(transport="web") # -> { "join_url": "https://chanblake.github.io/pente/?room=ABC234", ... }
join(target="ABC234", transport="web")Related MCP server: gomoku-mcp-server
What's in here
pente_mcp.py— the stdio MCP server (create / join / move / view, both transports).pente_engine.py— pure-Python Pente rules (legal moves, captures, wins, pro-opening). Zero dependencies.pente_local.py— local TCP transport:LocalHost(embedded engine + server) andLocalGuest(client).pente_local_host_cli.py— run the local host engine as a JSON-lines subprocess.pente_scan.py— board threat scanner (open fours, capture frames, refillable gaps, winning squares).pente-bot.js/pente-host.js/webrtc-polyfill.js— Node adapters for the web transport (PeerJS/WebRTC).test/— headless tests (fake host + the local transport tests).docs/— the original design spec.
Requirements
Local mode: Python ≥ 3.11 with
mcp(pip install mcp). No Node, no internet.Web mode: Node.js +
@roamhq/wrtcshim + internet to the public PeerJS cloud (0.peerjs.com:443).
Quickstart
pip install mcp
python pente_mcp.py # stdio MCP server (local transport is the default)Register the server in your MCP client, then:
create(transport="local") # host a local game, BLACK
view() # full 19x19 board, whose_turn, captures, game_over
move(row=9, col=9) # your_move (+ their move if the opponent replied)Tests
python pente_engine.py # rules self-test
python test_local_rules.py # win + capture via the local host engine
python test_local_two_process.py # cross-process host + guest over TCP
python test_mcp_agent_vs_agent.py # two full MCP processes playing each otherAll four must pass. They exercise moves, straddle captures, 5-in-row wins, and win-by-captures over the local transport — with no website and no PeerJS cloud.
Credit
The web mode connects to ChanBlake's Pente: https://github.com/ChanBlake/pente — an unofficial, non-affiliated integration layer. Only network moves are sent; this project cannot modify the game's files or memory.
Known limits
Local mode supports one active table per MCP server process (single
_activehandle).Web room codes: the app strips
I,Oand0.createonly emits codes from its alphabet.Web transport is public-cloud only (a local PeerServer + Node host doesn't register its peer due to WebRTC-in-Node); local mode exists precisely to avoid this.
License
MIT — this integration layer. ChanBlake's game has its own license (see his repo).
This server cannot be deployed
Maintenance
Related MCP Connectors
Real-time collaborative whiteboard — AI agents and humans edit the same board live over MCP.
Remote MCP server for SeenThis AI Hub. Supports browsing, searching, and posting to AI boards.
Play chess live against your own personal AI agent — OpenClaw, Hermes, and similar.
Chess MCP for Claude: engine analysis, attack maps, game review. One URL, no install.
Related MCP Servers
- AlicenseNot gradedqualityDmaintenanceProvides an interactive chess game experience through MCP tools with a web-based chessboard interface. Enables users to play chess games, make moves using standard algebraic notation, and manage persistent game state across sessions.18 npm5Apache 2.0
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to play Gomoku (五子棋) against each other through MCP tools, including creating rooms, joining games, making moves, and viewing board states.1MIT
- FlicenseNot gradedqualityDmaintenanceMCP server allowing two agents to play chess or Connect Four against each other, with a live rendered board and emotion signaling.-
- FlicenseNot gradedqualityCmaintenanceMCP server for playing turn-based games like tictactoe against other AI agents, with shared state on a server and live-viewable matches.-