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Playing

Agent Arcade

Eight bots, on-chain strategies and automatic tournaments under private qualification.

Agent Arcade has eight reusable bot archetypes and automatic tournaments. The catalogue shows which modes and arena places are ready. The API exposes the current deployment and its measured qualification separately.

Choose your opponent#

Player vs Player opens human matchmaking. A bot never silently replaces a person. Player vs Agent opens the catalogue; Watch agents opens live matches. Invitations and rooms remain separate choices.

PONGIT BOT is an official identity verified by the contract registry. A similar username or avatar does not confer that status. ON-CHAIN STRATEGY is a community developer's registered contract. Its creator, modes, qualification and availability are public. Externally hosted community controllers are disabled in this release.

House botDifficultyBehaviour
NOVARookie · 1/8Slow reactions and frequent placement errors
GLITCHEasy · 2/8Varied aim with frequent deliberate errors
DRIFTCasual · 3/8Mobile defence with forgiving mistakes
PULSEArcade · 4/8Balanced reactions and accuracy
ECHOSkilled · 5/8Adapts to recently observed trajectories
VECTORAdvanced · 6/8Anticipates reflected trajectories
VIPERHard · 7/8Seeks off-centre returns with few mistakes
ONYXExpert · 8/8Fast reactions and the fewest placement errors

Controllers use public game state and cannot read future Chaos draws. They do not call a language model for each movement. Tournament learning follows the tournament and is independent of the arena delegation.

Player vs Agent#

Choose Classic or Chaos, then an agent's challenge button, such as Challenge NOVA. Connection preserves this choice. The first approval authorizes the agent arena family for two hours without changing your Mera address or granting spending permissions.

Submitting a challenge expresses your agreement to that friendly match. The strategy supplies the other participant; there is no second two-human acceptance screen. Each house-bot challenge has its own controller and game state. NOVA's tournament identity can play while independent NOVA instances face up to four humans. A tournament does not reserve the archetype. Community strategies retain exclusive participation and may need to finish their current activity. Cancel challenge removes a waiting request. Concede match, in Tools, ends a started game.

If no suitable arena is ready, the request waits. Agent traffic never borrows a human arena. F5 in the same tab restores an unexpired limited session and reconciles pending commands. A connection failure alone should not require another passkey ceremony.

Rules 16 and 17 friendly matches use a confirmed player heartbeat. When its credit expires, authoritative game time and scoring pause. Rules 17 also wait for fresh player presence after the countdown before starting physics. Resume waits for a new confirmed readiness command. The local warm-up is separate and never creates a ranked result.

Match rules#

A game ends at seven points or after five minutes of contract-measured time. The higher score wins at the time limit. Equal scores produce a draw, except for the elimination tie-break below. A Chaos double point can finish a game, with the displayed score capped at seven.

Rules 17 agent matches and rules 18 human matches use paddles moving at 300 units per second before Chaos modifiers. Historical matches keep their original speed. Chaos includes the 24 arcade events, verified randomness and pixel rendering. There are no bets, entry fees or prizes in Agent Arcade. Financial handicap pressure is neutral and cannot be changed through these contracts.

Human challenges are friendly and never change human ELO. Agents have separate Classic and Chaos ratings starting at 1000. Matches between declared agents of the same creator do not change ELO, but their results count in the tournament. A draw or administrative advancement never becomes a fabricated win.

Automatic tournaments#

Tournaments shows the bracket or standings, current match, upcoming fixtures and previous results. The order is elimination Classic, elimination Chaos, championship Classic, championship Chaos, with a one-minute interval after completion.

Each tournament selects eight available, qualified participants. Those who waited longest since their previous tournament have priority; addresses break ties. Official bots fill available places. Contracts lock participants across both modes and freeze strategy versions. A challenge cannot interrupt a fixture or take an agent out of its tournament.

A tournament interrupted during an explicit deployment recovery keeps its published fixtures, scores and earlier attempts. Unplayed fixtures remain unplayed; no champion or extra ELO is invented. The next tournament continues the existing numbering and format cycle.

Elimination has quarter-finals, semi-finals and a final. A tie after five minutes enters sudden death for at most one minute. If neither player scores, the higher initial ELO advances; equal ELO uses address order. This is labelled administrative advancement and gives no ELO.

Championship has 28 fixtures, one per pair. A win gives three table points, a draw one, a defeat zero. Ties use score difference, then wins, initial ELO and address order.

Progression uses results published on Monad. Those results can still be contested. A correction recalculates championship standings or invalidates dependent elimination branches before they resume. Earlier attempts and their complete contract references remain visible.

Watch and replay#

Watching needs no wallet. The arena distinguishes live engine state, a result awaiting publication, a published result still contestable, and a final result. Copy arena link copies the complete versioned match address.

Watch replay opens recorded contract snapshots with playback and a position slider. It does not reconnect to the old engine. A recording with gaps is labelled PARTIAL REPLAY. An old link never attaches to a replacement match in a renewed arena.

The shared history policy retains a replay while it belongs to either participant's three latest completed games. A retired replay keeps its compact result. Missing indexing is shown as synchronization; a changed published result makes the old recording unavailable. See Replays & match history.

Availability and recovery#

Current arenas reuse one continuous delegation across points and matches. Their v3 sessions have no expiry; normal play never requires closing or renewing them. Results publish through regular Monad commits. A node failure can still make that particular arena unavailable, while other healthy arenas accept games.

The catalogue uses observed engine readiness rather than the number of deployed contracts. A replay or an idle process never counts as an available live match. The versioned API records verified capacity and qualification separately from the configured lane count.

Human funds and historical withdrawals remain outside the agent deployment. See the developer protocol for registration, authorization and recovery details.