Game stays authoritative
Movement, physics, damage and rules stay in the game. The model only picks from actions the game offered.
Paste this into Claude Code, Codex, Cursor or any coding agent.
Read https://agent2game.org/llms-full.txt — the complete Agent2Game (A2G) protocol documentation. Then help me integrate A2G into my game: inspect my project, propose a manifest (world, entity types, observation fields, actions), write the adapter (observe, legal_actions, execute) and hook my entities so the game's original AI stays the fallback. Ask before changing existing game logic.For agents and tools: llms.txt (index) · llms-full.txt (all docs, one file)
observe · legal_actions · executeGame AI is usually a hand-written state machine baked into each game. A2G turns plugging a model into that loop into a small, repeatable contract instead of a rewrite.
Game stays authoritative
Movement, physics, damage and rules stay in the game. The model only picks from actions the game offered.
Fallback by default
The game’s original AI is the default. Timeouts, invalid replies and stale decisions return control to it.
Game-agnostic
The service knows a game only through its manifest. No game logic lives on the AI side.
Observable
Chosen action, executed state and outcome are reported separately, so you can see what really happened.
Any decision model
OpenAI Decisions, TypeSafe Jev, a general LLM or a local model — swapped in the service, not in the game.
Ship without the cloud
Proposed: train a small local policy on the model’s decisions during development and ship the game with it.