Explanation¶
The specification says what the system does. These pages say why, and are free to argue, compare and admit doubt in a way a specification cannot.
They are written in the first person plural and they carry opinions. Where an explanation page and a specification page disagree, the specification is authoritative and the explanation is out of date.
The pages¶
Each one is cheapest to write in the week its governing decision is accepted — the reasoning is fresh then, and expensive to reconstruct six months later.
The product thesis¶
- Why no per-game training — the central claim: a general agent beats a per-game script because the goal is stable and the game is not.
- Why the agent does not learn — why the model's weights never change, and where quality comes from instead.
- What the agent remembers — context is the only memory; what survives a task, what does not, and why that isolation is free.
- Why a local model — privacy, cost, latency, and an honest account of the quality gap.
The hard problems¶
- How the agent loop works — three cadences, one screen, and where a decision becomes an input event.
- Grounding clicks in pixels — the hardest technical problem here. Coordinate spaces, resolution loss, why a model's click lands 40 px off, and what actually fixes it.
- Sustained actions explained — a model decides once a second; a game wants input every frame. How the two are reconciled.
- Perception token economics — why you cannot send sixty frames a second to a vision model, with the arithmetic.
- Failure modes and recovery — the catalogue of ways an agent gets stuck: looping, hallucinated interface elements, modal blindness, goal drift.
The platform¶
- The Rust and C# split — what the process boundary buys and what it costs.
- Overlay rendering explained — compositing, transparency, click-through, and why the overlay sometimes does not appear.
- Research skills and game guides — why reading a wiki helps enormously, and the prompt-injection risk that arrives with it.
The position¶
- Terms of service and anti-cheat — what protection systems actually detect, why we stay in user space, and why that still may violate a game's terms.