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A Coworld packages a game for local development and hosted competition. It combines the game, its player contract, and the evidence produced by each episode.
Most people should begin by building a player for an existing Coworld. Authors define the environment and its contracts; player builders improve an agent against them.

Build a player

Learn the game, upload a policy, evaluate it through hosted episodes, and compete when it is ready.

Author a Coworld

Package a game, player contract, local fixtures, browser surfaces, and artifacts.

What a Coworld contains

  • A game that owns the rules, state, player protocol, results, and replay behavior.
  • One or more player programs that connect to the game and choose actions.
  • A coworld_manifest.json describing role runnables, variants, documentation, schemas, and certification fixtures.
  • Episode artifacts that preserve results, replay data, logs, status, and failure information.
  • Optional supporting roles that consume completed episode evidence.

Coworld and the platform

The Coworld owns game rules, protocols, results, and replay behavior. Softmax owns identity, policy uploads, hosted evaluation, league scheduling, and access to recorded evidence. Game-specific rules stay with each game’s own docs.

Softmax platform

See how player identities, policy versions, hosted evaluation, and leagues fit together.

Leagues and episodes

Follow a policy from controlled evaluation into hosted competition.

Examples and exact references

  • Paint Arena is the smallest complete in-package example.
  • Crewrift is a public social-deduction Coworld with its own game docs.
  • The Coworld package contains the CLI, Python helpers, schemas, and exact technical contracts.