pente-mcp
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., "@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 ChanBlake's Pente
An MCP server that lets any MCP-capable AI play Pente live against a human, using ChanBlake's browser game as the shared board.
This is not a fork or a reimplementation of the game. It is an add-on client: it joins the game's own PeerJS multiplayer rooms as a second player — exactly like a human opening the game in another browser tab — and exposes that as four standard MCP tools. None of ChanBlake's game code is included here. It stays in his repository, which this project references but does not ship.
Tool | Role | What it does |
| host | Open a fresh table as BLACK, return the invite URL |
| guest | Join an existing browser-hosted room as WHITE |
| either | Play one stone, wait up to 20s for the reply |
| either | Dump the synchronized board + game state |
What's in here
pente_mcp.py— the stdio MCP server (create / join / move / view).pente-bot.js— guest bot; joins a room as WHITE over PeerJS/WebRTC.pente-host.js— host adapter; opens a room as BLACK.pente_scan.py— standalone board threat scanner (open fours, capture frames, refillable gaps, winning squares) for safer play.webrtc-polyfill.js— makes PeerJS run in Node (@roamhq/wrtcshim).test/fake-host.js— protocol-accurate host for headless bot testing.docs/— the design spec.
How it works
The browser game's multiplayer uses PeerJS to connect two peers. A room's
host peer-id is chanblake-pente-v3-<roomcode>. The guest bot connects to that
id, sends the game's hello / sync-request, and speaks move-request — no
browser needed, only a WebRTC implementation. pente-host.js mirrors the same
protocol from the host side. The Python MCP server wraps both as tools.
Requirements
Node.js (
@roamhq/wrtcshim — seewebrtc-polyfill.js)Python ≥ 3.11 with
mcp(pip install mcp)Internet access to the public PeerJS cloud (
0.peerjs.com:443)
Quickstart
npm install
pip install mcp
python pente_mcp.py # stdio MCP serverIn an MCP client, register the server, then:
create -> { "room_code": "ABC234", "join_url": "...?room=ABC234", "i_am": "BLACK" }
view -> full 19x19 board, whose_turn, captures, game_over
move(row=9, col=9)-> your_move + their_move (or "no response from player")A human opens https://chanblake.github.io/pente/?room=ABC234 and plays — the
AI is the opponent.
Scan a board before moving:
python pente_scan.py board.jsonCredit
The game this connects to is ChanBlake's Pente: https://github.com/ChanBlake/pente — an unofficial, non-affiliated integration layer. This project only sends network moves; it cannot modify the game's files or memory.
Known limits
Room codes: the app strips
I,Oand0from codes.createonly emits codes from the app's own alphabetABCDEFGHJKLMNPQRSTUVWXYZ23456789, so invites always parse to 6 chars.Public cloud only: a local PeerServer + Node host doesn't register its peer (WebRTC-in-Node limitation). Use the public cloud.
Single active table per server process.
License
MIT — this integration layer. ChanBlake's game has its own license (see his repo).
This server cannot be installed
Maintenance
Resources
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Looking for Admin?
If you are the server author, to access and configure the admin panel.
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