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the-nexus/GAMEPORTAL_PROTOCOL.md
Timmy Time 8313533304
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Deploy Nexus / deploy (push) Failing after 3s
feat: expand portal registry schema (#718)
2026-03-28 17:01:49 +00:00

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# GamePortal Protocol
A thin interface contract for how Timmy perceives and acts in game worlds.
No adapter code. The implementation IS the MCP servers.
## The Contract
Every game portal implements two operations:
```
capture_state() → GameState
execute_action(action) → ActionResult
```
That's it. Everything else is game-specific configuration.
## capture_state()
Returns a snapshot of what Timmy can see and know right now.
**Composed from MCP tool calls:**
| Data | MCP Server | Tool Call |
|------|------------|-----------|
| Screenshot of game window | desktop-control | `take_screenshot("game_window.png")` |
| Screen dimensions | desktop-control | `get_screen_size()` |
| Mouse position | desktop-control | `get_mouse_position()` |
| Pixel at coordinate | desktop-control | `pixel_color(x, y)` |
| Current OS | desktop-control | `get_os()` |
| Recently played games | steam-info | `steam-recently-played(user_id)` |
| Game achievements | steam-info | `steam-player-achievements(user_id, app_id)` |
| Game stats | steam-info | `steam-user-stats(user_id, app_id)` |
| Live player count | steam-info | `steam-current-players(app_id)` |
| Game news | steam-info | `steam-news(app_id)` |
**GameState schema:**
```json
{
"portal_id": "bannerlord",
"timestamp": "2026-03-25T19:30:00Z",
"visual": {
"screenshot_path": "/tmp/capture_001.png",
"screen_size": [2560, 1440],
"mouse_position": [800, 600]
},
"game_context": {
"app_id": 261550,
"playtime_hours": 142,
"achievements_unlocked": 23,
"achievements_total": 96,
"current_players_online": 8421
}
}
```
The heartbeat loop constructs `GameState` by calling the relevant MCP tools
and assembling the results. No intermediate format or adapter is needed —
the MCP responses ARE the state.
## execute_action(action)
Sends an input to the game through the desktop.
**Composed from MCP tool calls:**
| Action | MCP Server | Tool Call |
|--------|------------|-----------|
| Click at position | desktop-control | `click(x, y)` |
| Right-click | desktop-control | `right_click(x, y)` |
| Double-click | desktop-control | `double_click(x, y)` |
| Move mouse | desktop-control | `move_to(x, y)` |
| Drag | desktop-control | `drag_to(x, y, duration)` |
| Type text | desktop-control | `type_text("text")` |
| Press key | desktop-control | `press_key("space")` |
| Key combo | desktop-control | `hotkey("ctrl shift s")` |
| Scroll | desktop-control | `scroll(amount)` |
**ActionResult schema:**
```json
{
"success": true,
"action": "press_key",
"params": {"key": "space"},
"timestamp": "2026-03-25T19:30:01Z"
}
```
Actions are direct MCP calls. The model decides what to do;
the heartbeat loop translates tool_calls into MCP `tools/call` requests.
## Adding a New Portal
A portal is a game configuration. To add one:
1. **Add entry to `portals.json`:**
```json
{
"id": "new-game",
"name": "New Game",
"description": "What this portal is.",
"status": "offline",
"portal_type": "game-world",
"world_category": "rpg",
"environment": "staging",
"access_mode": "operator",
"readiness_state": "prototype",
"telemetry_source": "hermes-harness:new-game-bridge",
"owner": "Timmy",
"app_id": 12345,
"window_title": "New Game Window Title",
"destination": {
"type": "harness",
"action_label": "Enter New Game",
"params": { "world": "new-world" }
}
}
```
Required metadata fields:
- `portal_type` — high-level kind (`game-world`, `operator-room`, `research-space`, `experiment`)
- `world_category` — subtype for navigation and grouping (`rpg`, `workspace`, `sim`, etc.)
- `environment``production`, `staging`, or `local`
- `access_mode``public`, `operator`, or `local-only`
- `readiness_state``playable`, `active`, `prototype`, `rebuilding`, `blocked`, `offline`
- `telemetry_source` — where truth/status comes from
- `owner` — who currently owns the world or integration lane
- `destination.action_label` — human-facing action text for UI cards/directories
2. **No mandatory game-specific code changes.** The heartbeat loop reads `portals.json`,
uses metadata for grouping/status/visibility, and can still use fields like
`app_id` and `window_title` for screenshot targeting where relevant. The MCP tools remain game-agnostic.
3. **Game-specific prompts** go in `training/data/prompts_*.yaml`
to teach the model what the game looks like and how to play it.
4. **Migration from legacy portal definitions**
- old portal entries with only `id`, `name`, `description`, `status`, and `destination`
should be upgraded in place
- preserve visual fields like `color`, `position`, and `rotation`
- add the new metadata fields so the same registry can drive future atlas, status wall,
preview cards, and many-portal navigation without inventing parallel registries
## Portal: Bannerlord (Primary)
**Steam App ID:** `261550`
**Window title:** `Mount & Blade II: Bannerlord`
**Mod required:** BannerlordTogether (multiplayer, ticket #549)
**capture_state additions:**
- Screenshot shows campaign map or battle view
- Steam stats include: battles won, settlements owned, troops recruited
- Achievement data shows campaign progress
**Key actions:**
- Campaign map: click settlements, right-click to move army
- Battle: click units to select, right-click to command
- Menus: press keys for inventory (I), character (C), party (P)
- Save/load: hotkey("ctrl s"), hotkey("ctrl l")
**Training data needed:**
- Screenshots of campaign map with annotations
- Screenshots of battle view with unit positions
- Decision examples: "I see my army near Vlandia. I should move toward the objective."
## Portal: Morrowind (Secondary)
**Steam App ID:** `22320` (The Elder Scrolls III: Morrowind GOTY)
**Window title:** `OpenMW` (if using OpenMW) or `Morrowind`
**Multiplayer:** TES3MP (OpenMW fork with multiplayer)
**capture_state additions:**
- Screenshot shows first-person exploration or dialogue
- Stats include: playtime, achievements (limited on Steam for old games)
- OpenMW may expose additional data through log files
**Key actions:**
- Movement: WASD + mouse look
- Interact: click / press space on objects and NPCs
- Combat: click to attack, right-click to block
- Inventory: press Tab
- Journal: press J
- Rest: press T
**Training data needed:**
- Screenshots of Vvardenfell landscapes, towns, interiors
- Dialogue trees with NPC responses
- Navigation examples: "I see Balmora ahead. I should follow the road north."
## What This Protocol Does NOT Do
- **No game memory extraction.** We read what's on screen, not in RAM.
- **No mod APIs.** We click and type, like a human at a keyboard.
- **No custom adapters per game.** Same MCP tools for every game.
- **No network protocol.** Local desktop control only.
The model learns to play by looking at screenshots and pressing keys.
The same way a human learns. The protocol is just "look" and "act."
## Mapping to the Three Pillars
| Pillar | How GamePortal serves it |
|--------|--------------------------|
| **Heartbeat** | capture_state feeds the perception step. execute_action IS the action step. |
| **Harness** | The DPO model is trained on (screenshot, decision, action) trajectories from portal play. |
| **Portal Interface** | This protocol IS the portal interface. |