pente-mcp
Enables AI to play Pente live against a human via MCP, using ChanBlake's browser game as a shared board. Provides create, join, move, and view tools for real-time multiplayer matches.
README
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 |
|---|---|---|
create(transport?) |
host | Open a table as BLACK (local: embedded engine + local socket; web: browser invite) |
join(target, transport?) |
guest | Join a table as WHITE (local: target = local port; web: target = room code) |
move(row, col) |
either | Play one stone, wait for the opponent reply |
view |
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")
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 other
All 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).
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