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Reading the game

Game intelligence is one of three groups, alongside physical intelligence and coding intelligence.

during the match

Summarise the opponent's habits from earlier points and exploit them.

In sport science the ability to read a game is called game intelligence or perceptual-cognitive skill: understanding what is happening on the field, anticipating what comes next, and choosing the action that serves you best. Embodied Agent Olympics asks whether a coding agent shows this ability inside one match, against an opponent it has never seen, and whether it turns what it reads into a better program.

We borrow the classification from sport science.

Robot policies learn motor skills in training and keep them fixed in their weights. Our agents face an opponent they have not seen, write the program that plays, and revise it after every point.

What it means in people

PartMeaningExample from sport
Situation awarenessKeep scanning the whole field, not just the ball: where teammates, opponents and open space areelite soccer midfielders turn their heads often before receiving the ball
Pattern recognitionRecognise the current situation as a familiar patternexperts recall a real game position after a few seconds of viewing, but not a randomly shuffled one
AnticipationJudge from early cues what the opponent is about to doa tennis receiver reads the serve direction from the toss and the backswing
Reading the opponentRemember and exploit the opponent's habits and weaknesses; see through feintskeep playing to a weak backhand; spot a feint in fencing
Reading teammates and spaceKnow where a teammate will go and when you outnumber the defencea pass played before the teammate starts the run
Game managementAdapt the plan to the score and the time leftkeep possession when ahead, take risks when behind
Decisions under time pressurePick the best of several options in very little timea ball handler deciding to drive, pass or shoot

Endsley’s three levels of situation awareness: perception (what is there) → comprehension (what it means) → projection (what happens next); then comes the decision.

What it means for an agent

PartFor the agent
Situation awarenessRebuild the state of play from camera images: positions and velocities of players and ball (perception and state estimation)
Pattern recognition and comprehensionTurn the state into game meaning: where the space is, who is unmarked, what the score and the clock imply
AnticipationPredict the opponent's next action, not only the ball's physical flight
Reading the opponentSummarise the opponent's habits from earlier points and exploit them (in-context learning, theory of mind)
Reading teammatesModel teammates; coordinate through the team channel
Game management and decisionsChoose the strategy that fits the situation; trade thinking time against acting time

Predicting the ball’s flight is physical understanding and putting the ball where you want it is execution; neither counts as reading the game. Reading the game is about behaviour and the situation: strategy and reading the opponent, and teamwork.

Program play and review

  • Program play (during play). The program must carry an opponent model and switch plans with the situation.
  • Review (between points). The agent looks at the footage and match record, sums up the opponent and edits its program.

In Athlete mode, the platform supplies the motor skill. The agent handles perception, prediction, decisions, strategy and adaptation. Robotics Engineer mode adds building the motor skill itself. Strategy and teamwork are tested in both modes.

Compared with learned robot policies

Learned policy (RL, imitation, VLA)Embodied Agent Olympics
How the skill is acquiredlarge-scale training before deploymentno task-specific training; the agent writes its program during the match
Where the skill livesnetwork weightsa readable program, plus the agent's written reviews
Adapting within a matchnone (or retraining offline)review after every point and revise the program
Opponentthe environment or opponents seen in trainingan opponent the agent has not seen: scripted levels or another agent
Time scalemillisecond reflexes of the learned controllerduring real-time play, the program runs while the world continues; turn-based sports use a chess clock; between-point reviews allow deliberation and program edits
Evaluationsuccess rate on a taskmatch results plus component diagnostics (score ladder, ground-truth checks, API and competition tests)
Explanationnonethe review states a reason, which we can check against the match record

Current evidence: Preliminary

PartCurrent evidenceHow, and with what n
Situation awareness (perception)Yes, in one diagnostic.Table tennis, ground truth: the program logs its estimates and we replay the match. Ball position median error 0.7–0.8 cm, opponent paddle 3–4 mm (n = 3 models x 3 matches with logging). This part overlaps spatial understanding and physical dynamics.
Pattern recognition / comprehensionPartly, from reviews.LLM-judged reviews (Endsley levels): only 3% of 2,525 model-written reviews (n = 2,525 reviews) identify a pattern in the opponent. Judge is lenient: upper bound.
Anticipation (of the opponent)Partly.Scouting-report diagnostic in table tennis: predictions about the opponent were no better than a constant-probability baseline (Brier score). Contact-point prediction error was 3.6–4.6 cm (n = 3 models x 3 logged matches); this is ball physics.
Reading the opponentNot directly; shows in results and reviews only.12% of 2,525 reviews are opponent-directed (passive analysis, n = 2,525 reviews). A separate prompting/scouting diagnostic used 14 valid matches across 5 conditions (n = 192 reviews across all conditions). Adaptation effect not significant (n = 17 seats, win rate 0.59 → 0.66, p = 0.21). Behavioural test with scripted opponents that have plantable habits: planned.
Reading teammates and spaceNot yet.Only soccer 2 v 2 has a team format (one agent per robot, team channel). Metrics (passes into space, space controlled) are planned.
Game managementNot directly.Visible only in match results.
Decisions under time pressureIndirectly.Real-time sports, and the slow-down factor S as a setting; no dedicated metric yet.
Learning during the matchYes, as an analysis.Each review can edit the program; program snapshots at every review. Per-edit effect on the next points: not distinguishable from zero so far (n = 807 edits).

Seeing is not winning: Preliminary diagnostic

Checked against the simulator’s ground truth, the models located the ball to within 0.7–0.8 cm (median) and predicted the contact point to within 3.6–4.6 cm. Those errors did not separate returned from missed balls (n = 135 returned and 31 missed balls, p = 0.92), and the model that saw most accurately won 1 of 6 matches (n = 6). Points are lost in execution and placement.

Setting: table tennis against the scripted opponent, L1 seeds 101 and 111, L2 seed 202, slowed x10, cameras only. GPT-6.1 SOL, Claude Opus 5.5 and GPT-6 Astra: 3 matches with logging and 3 without each (n = 18 matches), plus 3 logged matches of the reference player. The diagnostic measures perception and physical prediction.

Sport-science references

  • A. M. Williams and K. A. Ericsson (2005). Perceptual-cognitive expertise in sport: some considerations when applying the expert performance approach. Human Movement Science.
  • D. T. Y. Mann, A. M. Williams, P. Ward and C. M. Janelle (2007). Perceptual-cognitive expertise in sport: a meta-analysis. Journal of Sport & Exercise Psychology.
  • M. R. Endsley (1995). Toward a theory of situation awareness in dynamic systems. Human Factors.

Nine abilities

We name nine abilities in three groups: physical intelligence, game intelligence and coding intelligence.

We mark, for every sport, which abilities it mainly tests.

During play, the 10 real-time sports keep running while the player thinks. The 8 turn-based sports give each player a chess clock (60 minutes per match).

Nine abilities in three groups Nine abilities, three groups The physical world is the core. Game understanding builds on it. Programming is how the agent does both. Understanding the physical world CORE Camera images, real physics and a body that takes time to act. 3D spatial understanding Recover position, depth and orientation from camera images. Reason about 3D lines and slopes. Primary: 14 of 18 sports Physical dynamics Predict flight, spin, bounce, friction and collisions. Infer parameters such as friction and wind. Primary: 14 of 18 sports Embodiment and execution Know the body’s reach, speed and torque. Turn intent into accurate action. Engineer mode: build the control stack. Primary: every sport Time and latency Account for image age, thinking time and arm response. Act for the world when the action will take effect. Primary: 8 of 18 sports Understanding the game Built on physical understanding. Rules Know, use and obey the scoring and foul rules. Primary: 6 of 18 sports Strategy and reading the opponent Judge risk and plan ahead. Exploit opponent habits. Primary: 9 of 18 sports Teamwork Share roles, pass into space, move and communicate. Primary: 1 of 18 sports The coding agent EVERY SPORT Real-time programming Write perception, prediction and strategy as a real-time program. Debug in the match. Primary: every sport Learning during the match After each point, find why it was lost. Change the program or the plan. Primary: every sport Marks are declared by the authors from each sport’s rules and play. Teamwork: soccer 2 v 2 only. Basketball 3x3 is in development.
Nine abilities in three groups Nine abilities, three groups The physical world is the core. Game understanding builds on it. Programming is how the agent does both. Understanding the physical world CORE · CAMERAS AND REAL PHYSICS 3D spatial understanding Recover position, depth and orientation from images. Reason about 3D lines and slopes. Primary: 14 of 18 sports Physical dynamics Predict flight, spin, bounce, friction and collisions. Infer parameters such as friction and wind. Primary: 14 of 18 sports Embodiment and execution Know the body’s reach, speed and torque. Turn intent into accurate action. Engineer mode: build the control stack. Primary: every sport Time and latency Account for image age, thinking time and arm response. Act for the world when the action will take effect. Primary: 8 of 18 sports Understanding the game Built on physical understanding. Rules Know, use and obey the scoring and foul rules. Primary: 6 of 18 sports Strategy and reading the opponent Judge the situation, trade risk for reward, plan ahead and exploit opponent habits. Primary: 9 of 18 sports Teamwork Share roles, pass into space, move and communicate. Primary: 1 of 18 sports The coding agent EVERY SPORT Real-time programming Write perception, prediction and strategy as a real-time program. Debug and fix it during the match. Primary: every sport Learning during the match After each point, find why it was lost. Change the program or the plan. Primary: every sport Marks are declared by the authors from each sport’s rules and play. Teamwork: soccer 2 v 2 only. Basketball 3x3 is in development.

Physical intelligence

Only cameras, no coordinates; physics computed by a real engine; actions carried out by a robot with real joints, torques and tracking lag. During real-time play, the world never waits.

AbilityDefinitionTypical sportsHow it shows
3D spatial understandingRecover 3D from camera images only: position, depth and orientation, camera geometry, occlusion, fusing several views; reason about angles, lines and slopes in 3Dtable tennis (triangulating from two cameras), billiards (bank lines), putting (slopes), foosball (figures hide the ball)points lost to misjudged positions; score gap in a perception ablation (planned)
Physical dynamicsPredict how things move (flight, drag, spin, bounce, friction, collisions, wind) and infer parameters (how fast this table is, how strong the wind is) from observationtable tennis and tennis (spin, bounce), badminton (heavy drag), curling and bowling (friction, collision chains), archery and disc golf (wind)landing-point prediction error; stability when physics parameters vary (planned)
Embodiment and executionKnow what one's own robot can do (reach, speed, torque) and turn intent into accurate action; in the Robotics Engineer mode, also build the control stack (trajectories, inverse kinematics, tracking)all sportshit rate and precision; points lost as out of reach
Time and latencyKnow how old the image is, how long one's own thinking and program take, and how long the arm needs; act for the world as it will be when the action landsall real-time sportstiming error at contact; points lost as late; score versus slow-down factor

Game intelligence

AbilityDefinitionHow it shows
RulesKnow how points are scored and what is a foul, and use the rules (walks in baseball, the hammer in curling)fouls; choices on key points
Strategy and reading the opponentJudge the situation, trade risk against reward, prepare several moves ahead; recognise an opponent's habits and exploit themmore wins later in a match against an opponent with habits; quality of the position after a shot
TeamworkShare roles, pass into space, move to the right place, talk through the team channelpasses to an open teammate; space controlled; team-channel use

Coding intelligence

AbilityDefinitionHow it shows
Real-time programmingWrite perception, prediction and strategy as a program; debug it during the match; fix it quickly when it breaksprogram ready at the start; crashes and timeouts
Learning during the matchAfter each point, find why it was lost and change the program or the planscoring before and after a review; what was changed and whether it helped

Programming and learning during the match are tested by every sport.

Coverage

AbilitySports with primary focus
3D spatial understanding14
Physical dynamics14
Embodiment and execution18
Time and latency8
Rules6
Strategy and reading the opponent9
Teamwork1
Real-time programming18
Learning during the match18

Teamwork is covered by one sport today (soccer 2 v 2); basketball 3x3 is in development.

Marks are declared per sport by the authors from the rules and the play. Filled dot = 2 (primary focus), open dot = 1 (involved), empty = 0 (hardly involved).

Physics tags

Collisions 7 · rolling and friction 7 · air drag 6 · spin and bounce 4 · ballistics 4 · wind 3 · inertia and actuator lag 2 · contact 2 · walking 1.

How a match works

Watch, code, play, revise, grade

During real-time play, the world never waits: thinking costs game time. After the match the recording is replayed and graded in a separate container. In the Engineer mode the agent’s own skill is then tested on hidden requests.

  1. Watch. The agent sees the game only through the sport’s cameras, with no coordinates. It reads the rule constants and its robot’s specification (game spec).
  2. Code. It writes perception, prediction, strategy and the commands for its robot.
  3. Play. Real-time sports never wait for the player: the world runs at a declared slow-down factor and thinking costs game time. Turn-based sports give each player a chess clock (60 minutes per match).
  4. Revise. After every point the world freezes for a review (game ready WHY PLAN, at most 5 minutes in real-time sports): the agent reads what happened, edits its program, and says why.
  5. Grade. The recording is replayed in a separate grading container, its state hashes are checked, and the winner is decided there. Players cannot touch the grader.

Every match is recorded and replays bit-exactly, so any match can be checked, analysed or re-rendered later.

Athlete and Robotics Engineer

Athlete. The agent has the basic motor skills of the sport. A fixed control system provided by the platform moves the joints, keeps the balance and carries out the motion. This mode mainly evaluates perception, prediction, planning, decisions and competitive strategy.

Robotics Engineer. The agent receives the robot’s physical model, a low-level control interface and general-purpose basic capabilities, such as an IK library or the vendor’s walking policy. It may implement, combine or improve control methods. This mode mainly evaluates motor-skill development: trajectory planning, controller design, tool reuse, integration and debugging.

AthleteRobotics Engineer
Platform providesthe sport's skill API (table tennis: hit(t, pos, normal, vel))robot model, joint interface, basic tools (IK, walking policy)
Agent deliversa match programa match program and its own implementation of the same skill API
Tested bymatches (against scripted opponents, or duels)the match itself, then two post-match tests of the final implementation in an isolated container: an API test (hidden requests: timing, position, orientation, velocity errors) and a competition test (our fixed reference strategy plays levels L1–L4 on top of the agent's implementation)
The robotfixed: one body per sport for every agenta research variable: compare agents on one body, then repeat on others
Table-tennis control chain and the two modes Table-tennis control chain Two modes, different responsibilities. “Play a forehand” Not offered: it would make the hard decisions for the agent. Athlete Owns stage 1 Stages 2–4 are platform motor skills. Engineer Owns stages 1–4 Builds the motor skills. May use public tools, such as an IK library. 1 Hit decision When, paddle pose and velocity Example: hit in 0.24 s at pose X, velocity V. 2 Trajectory Paddle motion over time 3 Inverse kinematics Paddle pose → 7 joint angles 4 Control and tracking Joint targets corrected from feedback 5 Joint servos and physics MuJoCo; same for both modes. Real limits enforced. Engineer debug loop Offline tests Inspect failures Tune parameters
Table-tennis control chain and the two modes Table-tennis control chain Two modes, different responsibilities. “Play a forehand” Not offered: it would make the hard decisions for the agent. Athlete Owns stage 1 Stages 2–4 are platform motor skills. Engineer Owns stages 1–4 Builds the motor skills. May use public tools, such as an IK library. 1 Hit decision When, paddle pose and velocity Example: hit in 0.24 s at pose X, velocity V. 2 Trajectory Paddle motion over time 3 Inverse kinematics Paddle pose → 7 joint angles 4 Control and tracking Joint targets corrected from feedback 5 Joint servos and physics MuJoCo; same for both modes. Real limits enforced. Engineer debug loop Offline tests → inspect failures → tune parameters

Table-tennis control chain: hit decision (when, paddle pose, velocity) → trajectory → inverse kinematics → control and tracking → joint servos and physics. The Athlete owns the hit decision; the Engineer owns the chain through control and tracking. Joint servos and physics are the same for both, with real limits enforced.

Reference lines: the reference player built only from public tools; a boundary baseline that uses the tools but develops no skill (for example, holding the paddle in the ball’s path with IK, which must score about 0); and doing nothing (0).

Where the modes exist today

  • Current tasks for table tennis, tennis, badminton and fencing declare both action levels: skill API and joint targets. The other 14 sports have one action level, their own native commands.
  • The full Robotics Engineer protocol, including post-match API and competition tests, is a shared library with a minimal example sport. For real sports it has run in pilots: air hockey, fencing, a Unitree G1 shooting drill, table tennis on Unitree G1 and on Rainbow RB-Y1.
  • Both modes are defined for every sport and have been validated in pilots.

Air hockey has a separate two-mode pilot with Athlete skills and Engineer joint plans. It uses simulator state as a pilot simplification. The current air-hockey sport uses camera images and native mallet-target commands.

Racket sports get both modes. Soccer gets Athlete only; sprint and hurdles (planned) get Engineer only. Release-device and machine sports get Athlete only unless a core skill remains. A sport gets Engineer mode only if the boundary baseline scores about 0.

Program play and direct play

In program play, the default everywhere, the player writes a program. In direct play, with code execution switched off, the model issues one action per reply. Direct play exists only for table tennis today; direct play with Engineer mode is not offered.

Four formats

A format defines who plays whom, seats per side, side rotation and ranking. Points, sets and fouls belong to the sport’s referee. Each sport declares the formats it supports.

Four match formatsSingle1 SEATA scripted opponent, or no opponent.Scripted levels vary by sport.Archery, bowling, puttingRANKED BYResult per level or scoreDuel2 SIDES × 1 SEATTwo players head to head.Play both sides on fixed seeds.Table tennis, tennis, fencing, billiardsRANKED BYWinsTeam2 SIDES × k SEATSOne player per robot.Teammates use a team channel.Soccer 2v2Basketball 3x3: in developmentRANKED BYTeam winsMulti-partyN SIDES × 1 SEATAll players in the same eventat the same time.Robot racing: 4 carsRANKED BYPlaces converted to points
Four match formatsSingle1 SEATA scripted opponent, or no opponent.Scripted levels vary by sport.Archery, bowling, puttingRANKED BYResult per level or scoreDuel2 SIDES × 1 SEATTwo players head to head.Play both sides on fixed seeds.Table tennis, tennis, fencing, billiardsRANKED BYWinsTeam2 SIDES × k SEATSOne player per robot.Teammates use a team channel.Soccer 2v2Basketball 3x3: in developmentRANKED BYTeam winsMulti-partyN SIDES × 1 SEATAll players in the same eventat the same time.Robot racing: 4 carsRANKED BYPlaces converted to points
FormatSeatsHow it is playedHow it is rankedCurrent sports
Single1against a scripted opponent at levels L1–L4 (L1–L2 or L1–L3 in some sports), or with no opponent at allby the result at each level, or by the scoreall 18; the only format of archery, basketball shooting, bowling, disc golf and putting
Duel2 sides x 1 seattwo players head to head; each pairing plays both sides / both first-player orders, on fixed seedswins13: the 10 real-time sports, billiards, curling, darts
Team2 sides x k seatsone player per robot; each sees only its own robot's cameras; teammates talk only through a logged, rate-limited team channel the opponents cannot see (it can be switched off to compare)team winssoccer 2 v 2 (basketball 3x3 in development)
Multi-partyN sides x 1 seatall players in one event at the same timeplaces converted to pointsrobot racing (4 cars)
  • A coach layout, with one player commanding the whole team, is formally a duel. Soccer’s duel format uses this layout.
  • Sports where players do not interact keep only the single format; darts keeps a duel because racing to finish has strategy.

Games rules

Draft

Draft. These medal rules are not decided.

Single, duel, team and multi-party formats each have their own ranking. The medal table counts golds, then silvers, then bronzes, never a total score. Reference players and baselines run alongside but take no medals.

  • Each Games is a frozen version. An event is one sport, one format, one mode.
  • Every event awards gold, silver and bronze. The medal table is ordered by golds, then silvers, then bronzes.
  • Athlete events and Engineer events award medals separately, in two medal tables. Body-swap matches are demonstration events without medals.
  • Reference players and baselines never take medals; they are shown alongside to mark what is possible and where zero is.

Open decisions

  • Knockout rounds for duels or round-robin only.
  • Medals for single events against scripted levels.
  • Engineer events ranked mainly by the competition test.

Season 1: Exhibition season

Exhibition season · earlier rules · 100 of 300 planned matches · ties share medals.

Four models, 11 sports, 100 valid matches (n = 100 matches).

One framework

Embodied Agent Olympics tests physical intelligence, game intelligence and coding intelligence.

One small core runs every sport. A sport is a folder: its world, its actions, its referee and its observations, declared in one specification file. Players, a model plus its harness, talk to the core through one protocol. The core runs the match, applies the format and rules, records everything and decides who won. Adding a sport touches only its folder; adding a model touches only the players.

One framework: four parts, three contracts Players Model + harness + play setting Opus 5.5 Claude Code Fable 5.1 Claude Code GPT-6 Codex More players can be added Sports World · actions · referee + observations Table tennis Soccer 2 v 2 Fencing More sports can be added 01 Player protocol 02 Sport interface Core Match flow Rules · recording Judging 03 · Match record Shared robot library Sports may reference it Separate from the framework Tools Files only; never changes a result Generate + check Run + schedule Watch Analyse Runs on Harbor Single-player: stock Harbor Duels: multi-seat extension Separate grading container Replay + state-hash check
One framework: four parts, three contracts Players Model + harness + play setting Opus 5.5 Claude Code Fable 5.1 Claude Code GPT-6 Codex More players can be added 01 · Player protocol Core Match flow Rules · recording Judging 02 · Sport interface Sports World · actions · referee + observations Table tennis Soccer 2 v 2 Fencing More sports can be added Shared robot library Sports may reference it Separate from the framework 03 · Match record Tools Files only; never changes a result Generate + check Run + schedule Watch Analyse Runs on Harbor Single-player: stock Harbor Duels: multi-seat extension Separate grading container Replay + state-hash check
PartOne line
Playersa model plus its harness and play setting; knows no sport, cannot reach match internals
Sportsa world, its actions, a referee and the observations; never imports another sport or changes the core
Coreruns every match the same way: flow, rules, recording, judging; contains no sport or harness name
Toolsturn sports and players into tasks, matches and seasons, and recordings into videos and reports; never affect a result

Three contracts connect them: the player protocol (player ↔ core), the sport interface (core → sport), and the match record (core → tools). The middle is narrow and versioned; both sides grow freely.

One core, 18 sports

  • Every sport uses the same core for match flow, clocks, review and judging.
  • Single, duel, team and multi-party are core rules: a sport declares which ones it supports.
  • A shared robot library uses real robot models and real limits.
  • Grading replays the recording in a separate container and checks state hashes. Every match replays bit-exactly.

Harbor

Matches run on Harbor. Single-player tasks run on stock Harbor; duels use a multi-seat extension.

Each seat has its own container, network and account. The multi-seat extension is separate from stock Harbor. Table tennis, badminton and air hockey single-player tasks run on stock Harbor. Grading runs in a separate verifier container.

Bit-exact replay

Physics is deterministic and the core records every command with its time step. Replaying a match reproduces every body pose bit for bit; the grader checks the state hash. This lets us re-render a match, analyse it against ground truth or audit a result.

The physics engine is fixed per sport: MuJoCo, pooltool, or a validated sport-specific model. Renderers are plug-ins, and every match replays bit-exactly, so any match can be re-rendered. Isaac Sim RTX is used for spectators’ offline re-renders.

Real limits and physical feasibility

  • Real limits (B0). Every body obeys the real robot’s joint position, velocity and acceleration limits; where the vendor SDK and URDF disagree, the SDK wins; unpublished values are marked as estimates. Platform skills and scripted opponents obey the same limits.
  • Physical feasibility (B9). Before a sport-and-body pair counts, an upper-bound player that knows the true state must be able to do the sport’s basic actions under real limits. In racket sports, it must return at least 90% of legal serves. Pairs that fail change the setting or move to a challenge track.

Fencing, air hockey and badminton now enforce arm limits through the shared limits module. Table tennis and tennis have joint-target range and speed checks; their arm controllers do not yet use that module.

Air hockey uses KUKA’s joint ranges, velocities and torques, Air Hockey Challenge acceleration limits, and estimated jerk limits. A KUKA torque-rate limit is not published and is not enforced.

Badminton uses BWF court lengths × 0.4 and a 1.524 m net. Its Panda arm follows the robot’s limits; its x-y gantry is limited to 5 m/s and 50 m/s². The rules declare 9 deviations.

Held to real-robot limits is the rule of the benchmark; this does not mean every sport already passes the audit.

Fixed physics, one replay log, renderer plug-ins Sport provides World geometry Camera definitions Position · field of view Size · frame count Optional presentation assets Physics fixed per sport MuJoCo · pooltool Validated sport-specific models Changing physics changes the match. World motion is recorded, then replayed. Scene + cameras Shared by every renderer One replay log Commands + time steps + state hashes Bit-exact body poses REPLAY Renderer plug-ins Same geometry and cameras; light, materials and image quality can change. DURING THE MATCH Player views MuJoCo (default) Shadows · materials · multisampling Billiards: pinhole renderer Core chooses by task configuration. Per-frame time budget applies. Renderer recorded in the result. OFFLINE RE-RENDER Spectator views Blender Cycles · Isaac Sim RTX Path tracing and GPU rendering Viewing tools replay, then draw. Switch renderers for any replay. Every frame names its renderer. Presentation meshes: spectators only. Kinematics checked before drawing. Renderers never change physics.
Fixed physics, one replay log, renderer plug-ins Sport provides World geometry Camera definitions Position · field of view Size · frame count Optional presentation assets Physics fixed per sport MuJoCo · pooltool Validated sport-specific models Changing physics changes the match. World motion is recorded, then replayed. One replay log Commands + time steps + state hashes Bit-exact body poses Scene + cameras REPLAY Renderer plug-ins Same scene and camera geometry. Light, materials and quality can change. DURING THE MATCH Player views MuJoCo (default) Shadows · materials · multisampling Billiards: pinhole renderer Core chooses by task configuration. Per-frame time budget applies. Renderer recorded in the result. OFFLINE RE-RENDER Spectator views Blender Cycles Isaac Sim RTX Path tracing and GPU rendering Viewing tools replay, then draw. Switch renderers for any replay. Every frame names its renderer. Presentation meshes: spectators only. Kinematics checked before drawing. Renderers never change physics.

How to add a sport

Adding a sport touches only its folder.

  1. Write the sport folder: world, actions, referee, observations, built-in players and sport.toml.
  2. Run the generator and the checks: specification, generic tests, golden replay and fairness of both seats.
  3. Submit the sport for review.

A sport never imports another sport or changes the core.