game-agent-harness
Click on "Install 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., "@game-agent-harnessrun the tactics smoke scenario"
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.
Game Agent Harness
Game Agent Harness is a deterministic test runner for Godot games. It launches the demo in a separate process, calls a narrow domain API, validates JSON responses, simulates input, captures screenshots, and writes diagnostic artifacts.
Licensed under the Apache License 2.0.
The repository contains an original 8x6 tactics micro-game. It uses primitive Godot drawing only; no reference-project code or artwork is included.
Requirements
Godot 4.6.3
Python 3.11 or newer
macOS, Linux, or Windows with a display available for screenshot and UI tests
The Python client and vendored Godot addon are both pinned to
godot-e2e==1.2.0. The stdio MCP facade uses the official mcp==2.0.0
Python SDK.
Install
python3 -m venv .venv
.venv/bin/pip install -e '.[dev]'Open examples/tactics_demo/project.godot in Godot to play the demo manually.
The automation server remains dormant in a normal game session.
Run scenarios
.venv/bin/python -m game_agent_harness run scenarios/tactics_smoke.yaml
.venv/bin/python -m game_agent_harness run scenarios/tactics_full.yaml
.venv/bin/python -m game_agent_harness run scenarios/tactics_ui.yaml
.venv/bin/python -m game_agent_harness soak scenarios/tactics_smoke.yaml --runs 100Exit code 0 means pass, 1 means a game assertion failed, and 2 means a
configuration, process, transport, or protocol error.
Every run creates artifacts/<run-id>/ with the resolved scenario, commands,
events, states, screenshots, captured Godot logs, and reports in JSON and
Markdown. Give report.md and its adjacent JSONL files to Codex when diagnosing
a failed run.
MCP server
Start the local stdio server with an absolute workspace path:
.venv/bin/game-agent-harness-mcp \
--workspace-root /absolute/path/to/game-agent-codexAn MCP host can launch it with this configuration:
{
"mcpServers": {
"game-agent-harness": {
"command": "/absolute/path/to/game-agent-codex/.venv/bin/game-agent-harness-mcp",
"args": [
"--workspace-root",
"/absolute/path/to/game-agent-codex"
]
}
}
}The server publishes four tools:
list_scenarioslists YAML files underscenarios/.run_scenarioruns one listed scenario.soak_scenariorepeats a listed scenario, with a hard limit of 100 runs.read_reportreadsreport.jsonfrom one direct child ofartifacts/.
The MCP layer uses the same ScenarioRunner as the CLI. It does not expose
arbitrary filesystem paths, Godot node calls, property writes, or a code-editing
tool. Scenario projects and generated artifacts must stay inside the configured
workspace.
Game Agent API
/root/GameAgent exposes six methods during an --e2e session:
agent_get_manifest()
agent_reset(options)
agent_get_state()
agent_list_actions()
agent_perform_action(request)
agent_get_events(after_sequence)The 0.1.0 contract is defined by the schemas under protocol/. An action
request carries a unique request_id, the caller's expected_revision, an
action name, and its arguments. A stale revision or invalid action is rejected
without changing game state.
To add an action:
Implement validation and behavior in
TacticsGameController.perform_action.Add its argument schema to
GameAgent.agent_get_manifest.Return a stable error code without incrementing
revisionon failure.Add a domain test and a scenario step.
The CLI deliberately does not expose arbitrary Godot node calls.
Verify
scripts/verify.shThe script runs headless Godot domain tests, Python unit tests, Ruff, mypy, and
the smoke scenario. It uses .venv/bin/python when available, otherwise
python3. Set GAME_AGENT_PYTHON=/path/to/python to select another installed
environment. The package is loaded directly from orchestrator/, but its
third-party dependencies must be installed first.
VisualProbe
VisualProbe is isolated in examples/visual_probe_fixture, a Forward+ fixture
that does not affect the Compatibility renderer used by tactics_demo. It
exposes only the registered target fixture and orthographic views front,
back, left, right, and top. The supported passes are beauty,
silhouette, depth, normal, object_id, and wireframe.
Install the optional image stack and use the dedicated verifier on a GPU runner:
.venv/bin/pip install -e '.[dev,visual]'
scripts/verify-visual.shVisual runs store PNGs beneath visual/targets/<target>/; variant captures use
visual/targets/<target>/variants/<id>/. A baseline package is stored under
scenarios/baselines/<id>/ and contains metadata.json plus mapped PNGs in
images/. Its metadata must match the capture renderer and resolution before a
silhouette diff is calculated. PNGs and baseline files are size-bounded and are
read without following symlinks.
The fixture transport listens only on loopback, requires the per-run e2e token,
accepts frames up to 64 MiB, and permits only VisualProbe calls on
/root/GameAgent. A missing Godot 4.6 installation, GPU environment, or visual
dependency is a configuration error (exit code 2), never a passing substitute.
Reference projects
The design was informed by:
No code or art was copied from these projects. See
THIRD_PARTY_NOTICES.md for the vendored dependency.
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