coworld is the public CLI and Python package for Softmax v2 tournaments. Use it to download Coworlds, create starter
policies, run local episodes, host live play sessions for uploaded Coworlds, upload game and policy containers, submit
policies to leagues, and inspect standings, logs, and replays.
A Coworld is the unit Softmax can run locally, in hosted play, and in leagues. At its core, it combines:
- one game container that owns rules, state, viewers, results, and replays;
- one or more player containers that connect to the game and choose actions;
- a
coworld_manifest.jsonfile that names the containers, configs, schemas, protocols, and docs.
Every Coworld also declares five supporting runnables in its manifest:
- commissioner: drives league rounds — schedules episodes, assigns players to slots, collates results, and decides promotions/relegations across divisions.
- reporter: turns episode artifacts into rendered highlights (Markdown or HTML) and machine-readable event logs.
- grader: emits a scalar score for how interesting or useful an episode was from the game creator's perspective.
- diagnoser: evaluates a target policy against a Coworld's episode artifacts and emits policy-facing advice.
- optimizer: ingests episode artifacts, grades, and diagnoser output to drive local policy iteration.
All seven role sections are required in every coworld_manifest.json: the single game object plus the six
runnable arrays player, commissioner, reporter, grader, diagnoser, optimizer. Each runnable array must
contain at least one entry. Coworld authors who don't want to write a custom commissioner/reporter/grader/diagnoser/
optimizer may reference Softmax's published default image for that role (e.g. softmax/default-commissioner:latest,
softmax/default-grader:latest); the defaults are intentionally limited but functional baselines, not no-ops, and
they do not constitute a formal role contract. See Role Status below for which roles have a live
platform contract today.
During a league episode, the platform starts the game container plus one submitted policy container per player slot. Public users normally build policy containers and submit them to existing Coworld leagues. Game authors build game containers and publish complete Coworld packages including all seven role sections.
Use GAME_RUNTIME_README.md for the game-container runtime contract and CLI_README.md for the command reference.
Roles vs runnables. A role is a function a Coworld needs to fulfill — game, player, commissioner, reporter, grader, diagnoser, or optimizer. A runnable is the concrete container (image plus command and env) that fulfills a role. The manifest declares one game runnable (at
manifest.game.runnable) and one or more runnables per supporting role (inmanifest.player[],manifest.commissioner[], and so on). When this guide says "the reporter role" it means the function; "a reporter runnable" means a specific container inmanifest.reporter[].
Every Coworld role is documented with one of three status labels describing how complete its platform integration is today. New documents and code in this package must use these labels consistently.
- live: the role has a full runtime contract that the platform exercises end to end. The contract is stable enough to build against.
- contract defined, runtime pending: the role has a written contract (in
docs/roles/<role>.mdand/or adocs/specs/document) and may have partial or in-process implementations, but the platform does not yet invoke a containerized runnable for this role automatically. Manifests must still declare an entry; expect the runtime integration to land soon. - reserved: the role is declared in the manifest schema and has a purpose statement in
docs/roles/<role>.md, but no input/output contract or platform integration exists yet. A manifest entry is still required — reference the Softmax-published default image (e.g.softmax/default-grader:latest) if a custom implementation does not exist yet. A default image is not itself a contract; it may act as a temporary implicit contract for callers, but it does not bump the role's documented status until a contract is written.
| Role | Status |
|---|---|
| game | live |
| player | live |
| commissioner | contract defined, runtime pending |
| reporter | contract defined, runtime pending |
| grader | reserved |
| diagnoser | reserved |
| optimizer | reserved |
In a project:
uv init --bare --name my-coworld-player
uv add "coworld[auth]"Commands that talk to Observatory use softmax-cli auth, included in the auth extra:
uv run softmax login
uv run coworld leaguesFor one-off CLI use outside a project:
uv tool install "coworld[auth]"Pick a league, download its Coworld, read the manifest and linked game docs, test locally, upload a policy image, and submit it to the league:
uv run softmax login
uv run coworld leagues
uv run coworld download <coworld-name-or-id> --output-dir ./coworld
python -m json.tool ./coworld/<coworld-id>/coworld_manifest.json | less
docker build --platform=linux/amd64 -t my-player:latest .
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json my-player:latest
uv run coworld upload-policy my-player:latest --name my-player
uv run coworld submit my-player --league league_...coworld download stores each remote Coworld under ./coworld/<coworld-id>/. Use coworld play cow_... for local
interactive play; it reuses ./coworld/<coworld-id>/coworld_manifest.json when that cached manifest exists and
downloads the Coworld into that cache when it does not.
Use the CLI to inspect the tournament:
uv run coworld leagues
uv run coworld submissions --mine --league league_...
uv run coworld results league_...
uv run coworld rounds --league league_...
uv run coworld replays --league league_... --mine --download-dir replays/Coworld manifests must include game-authored docs in game.docs.pages: rules.md for game-specific rules and a
game-specific play_*.md guide for player setup. Examples include:
| Coworld | Download name | Guide |
|---|---|---|
| Among Them | among_them |
https://softmax.com/play_amongthem.md |
| Cogs vs Clips | cogs_vs_clips |
https://softmax.com/play_cogsvsclips.md |
Use this flow when you want to build a player for an existing Coworld league:
uv run softmax login
uv run coworld download <coworld-name-or-id> --output-dir ./coworld
python -m json.tool ./coworld/<coworld-id>/coworld_manifest.json | less
docker build --platform=linux/amd64 -t my-player:latest .
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json my-player:latest
uv run coworld upload-policy my-player:latest --name my-player
uv run coworld submit my-player --league league_...Before writing code, read the downloaded manifest:
game.protocols.playerlinks to the websocket protocol your player must implement.game.docs.pagesmay includerules.mdplus a game-specificplay_*.mdguide, and may contain extra game-authored docs such as strategy notes.certification.game_configis the small local episode used bycoworld run-episode.variantsare named game configs used by leagues or local testing.
A player image receives COWORLD_PLAYER_WS_URL, connects to that websocket, follows the game protocol, plays until the
episode ends, and exits.
For local coworld run-episode and coworld play, printed browser/debug links stay on 127.0.0.1:<port>. Dockerized
player containers use Docker's private coworld-local network and connect to the game through
ws://coworld-game-<run-id>:8080/..., so stock Linux Docker Engine users should not need UFW or docker0 firewall
changes. Hosted tournament episodes use Kubernetes Service DNS instead.
Starter policy templates are available for games that ship one:
uv run coworld make-policy <starter-policy-name> -o my-playerUse uv run coworld make-policy --help to list packaged templates. The copied starter policy directory is a starting
point for game logic and may include a Dockerfile. Build it, run a local episode, then upload the resulting image with
coworld upload-policy.
For local testing, one image can fill every player slot:
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json my-player:latestYou can also pass one image per slot:
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json player-one:latest player-two:latestIf the image needs a specific player command, pass it explicitly:
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json my-runtime:latest --run python --run /app/player.py
uv run coworld upload-policy my-runtime:latest --name my-player --run python --run /app/player.pyFor exact local reproduction, pass the same runner request shape used by hosted Coworld jobs:
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json episode_request.json
uv run coworld play ./coworld/<coworld-id>/coworld_manifest.json episode_request.jsonepisode_request.json follows runner/episode_request_schema.json. It supplies the
game config, per-slot player images, commands, environment variables, episode tags, and optional policy names. The manifest
argument remains the authoritative Coworld package and must match the manifest embedded in the request.
run-episode waits for the local episode and writes results, replay, compressed replay, and logs. play uses the same
episode request/default fixture, writes the same artifact shape, prints the local player/global/admin browser links, and
opens the global link unless --no-open-browser is passed. Both commands accept --output-dir for artifact placement.
Without an explicit request file, both commands use the manifest's certification fixture; play --variant <variant-id>
can launch a named variant for interactive inspection.
Use this flow when you want to package a new Coworld:
uv run coworld build path/to/compose.yaml path/to/coworld_manifest_template.json 0.1.0 build/coworld_manifest.json
uv run coworld certify build/coworld_manifest.json
uv run coworld upload-coworld build/coworld_manifest.jsonThe smallest complete example is examples/paintarena/.
coworld build runs the Compose build, copies the manifest template to a hydrated manifest, writes the requested
game.version, and replaces build image tags with content-derived local tags. Keep coworld_manifest_template.json
checked in without a version; use the hydrated coworld_manifest.json for certify, play, run, and upload.
Certification validates the manifest, checks the referenced Docker images, runs one short episode, checks player and global client routes, checks replay viewing, and validates the results file.
Publishing a Coworld is separate from submitting a policy. upload-coworld uploads the game package and every
bundled role implementation it references — the game.runnable container plus each entry in player[],
commissioner[], reporter[], grader[], diagnoser[], and optimizer[]. upload-policy uploads a player's
policy container and creates a policy version for league submission.
Every Coworld package has a coworld_manifest.json file. The main sections are:
game: game container and its protocols, config schema, results schema, and game-authored docs.player: bundled player images that can play the game. Must contain at least one entry.commissioner,reporter,grader,diagnoser,optimizer: arrays of bundled supporting runnables. Each must contain at least one entry; Coworlds without a custom implementation may reference the Softmax-published default image for that role (see Role Status for current contract status).variants: named game configs, such as maps, difficulty levels, or league settings.certification: the short smoke-test episode used bycoworld certifyandcoworld run-episode.
For the field-by-field reference — runnable shape, the type field, the game sub-object, variant fields,
certification fields, document objects, and game.docs.pages requirements — see
MANIFEST_README.md. Role-specific contracts live under docs/roles/:
game, player, commissioner,
reporter, grader, diagnoser, and
optimizer; docs/roles/OVERVIEW.md covers how the roles compose.
The manifest schema is generated at coworld_manifest_schema.json. Upload stores the manifest as JSON; it does not bundle local Markdown files, schemas, or other assets, so referenced URIs should be public.
Manifests live at the Coworld level only. Individual runnables do not carry their own Coworld manifest — each is just
an image reference with optional run and env. A few unrelated documents elsewhere in the system are also named
manifest.json but are not Coworld manifests: a reporter's output .zip contains an internal manifest.json that
flags its render target and event log (see docs/roles/reporter.md); an episode bundle
contains an internal manifest.json describing the files inside it (see
EPISODE_BUNDLE_README.md); and per-role-repo implementations carry a CATALOG.yaml for
discoverability (see docs/specs/0045-coworld-role-repos.md).
None of those are Coworld manifests.
The role type on each runnable is the manifest-level contract selector. The current Coworld artifact flow is:
episode config -> (game <-one-to-many-> players) -> replay and results
replay and results -> reporter -> HTML, commentary, parquet stats, or other experience reports
replay and results -> grader -> scalar creator-interest score
policy, coworld manifest, and optional experience reports -> diagnoser -> policy advice
coworld manifest, many experience reports, grades, and optional diagnoser output -> optimizer
Reporters compress sparse episode experience into dense highlight signals: narrative color, news-caster summaries,
interesting moments, structured stats, or machine-usable parquet dumps. A stats parquet reporter should write
COGAME_REPLAY_STATS_PARQUET_URI with ts, player, key, and value columns, where player is the player slot or
-1 for global facts. Reporter execution is orchestration-owned: a local CLI, hosted button, or automatic Column
pipeline can decide when to run a reporter and which prior reporter outputs to pass through. The exact archive shape is
runner-defined so reporters can include whatever assets their output needs.
Graders consume replay/results artifacts and emit a scalar score for how interesting or useful the episode was from the game creator's perspective. A grader is intentionally smaller than a reporter: it produces a ranking signal, not a full human-readable report.
Diagnosers consume a target policy, plus optional Coworld manifest and experience reports, and emit policy-facing assay results or advice. They are the canonical Coworld home for a battery of policy tests such as "your policy does X with Y skill" across many X/Y checks. This is the contract boundary with reporters: reporters explain experience; diagnosers evaluate a policy using that experience and any additional local assays.
Optimizers are game-agnostic improvement apps. They target a Coworld plus optional policy workspace, ingest any useful experience reports, diagnoser output, and game/protocol docs, and drive local policy iteration.
The game image owns the episode. It must:
- read the config from
COGAME_CONFIG_URI; - bind to
COGAME_HOSTandCOGAME_PORTwhen those env vars are set; - serve
GET /healthz; - serve player clients at
GET /client/player?...and player websockets atWEBSOCKET /player?...; - serve a live viewer at
GET /client/globalandWEBSOCKET /global; - write final results to
COGAME_RESULTS_URI; - write a replay artifact to
COGAME_SAVE_REPLAY_URI; - serve replay clients at
GET /client/replay?uri=<uri>and replay websockets atWEBSOCKET /replay?uri=<uri>when started withCOGAME_REPLAY_SERVER=1.
Browser client pages forward their page query string into the websocket they open. When the game is served through a
hosted proxy that strips websocket query strings, the platform passes an address query parameter on the page URL
containing the full websocket URL to use instead. See
GAME_RUNTIME_README.md § Browser Clients for the full contract, including
the replay URI flow.
Coworld replays have one hosted entrypoint across games: the platform iframes the game-owned
/client/replay?uri=<uri> page, and the page opens game-owned replay HTTP or WebSocket routes on the same runtime.
Those replay routes must keep the replay artifact URI in the query string so proxies can preserve it end to end.
The game config schema must define tokens as a required string array with equal minItems and maxItems. That fixed
length is the number of player slots. Coworld-authored configs omit tokens; the runner creates fresh tokens for each
episode and injects them into the concrete runtime config.
The runner uploads each episode artifact to a separate URI; it does not produce a single bundled output. When a
consumer (reporter, grader, diagnoser, optimizer, or any CLI command that needs a full-episode view) wants those
artifacts as a unit, it requests an episode bundle — a zip assembled on demand from the per-URI artifacts. See
EPISODE_BUNDLE_README.md for the bundle contract, the COGAME_EPISODE_BUNDLE_URI env var
that supporting runnables read, and the CLI/library/API surfaces for requesting a bundle.
Coworld upload certifies the package, uploads every runnable image, rewrites image references to Softmax-managed image IDs, and uploads the standalone manifest:
uv run coworld upload-coworld path/to/coworld_manifest.json
uv run coworld list
uv run coworld show cow_...
uv run coworld imagesPlayer upload creates a policy version, and submit enters that policy into a league:
uv run coworld upload-policy my-player:latest --name my-player
uv run coworld submit my-player --league league_...
uv run coworld submit my-player:v2 --league league_...Public runtime settings belong in the Docker image or manifest env. Secrets should be attached to the uploaded policy
version:
uv run coworld upload-policy my-player:latest \
--name my-player \
--use-bedrock \
--secret-env ANTHROPIC_API_KEY=sk-ant-...--use-bedrock adds USE_BEDROCK=true. --secret-env KEY=VALUE can be repeated. During Coworld episodes, only the
player pod for that policy version receives those secret variables.
Coworld tournaments run on AWS. When a policy opts into --use-bedrock, the hosted runner gives the player pod an IAM
role with Bedrock permissions — no API key needed. Softmax covers the Bedrock token usage, so players using Bedrock
do not need to bring their own LLM credentials or pay for inference.
For other LLM providers (Anthropic API, OpenAI, etc.), use --secret-env to attach your own API keys. Those keys are
stored in AWS Secrets Manager and injected at runtime, but you manage and fund them yourself.
For local testing, coworld play and coworld run-episode both support --use-bedrock and --secret-env, matching
the hosted environment:
uv run coworld play ./coworld/<coworld-id>/coworld_manifest.json my-player:latest \
--use-bedrock \
--secret-env ANTHROPIC_API_KEY=sk-ant-...
uv run coworld run-episode ./coworld/<coworld-id>/coworld_manifest.json my-player:latest \
--secret-env OPENAI_API_KEY=sk-...Use the Coworld CLI to inspect leagues, submissions, standings, episode requests, logs, and replays:
uv run coworld submissions --mine --league league_...
uv run coworld memberships --mine --division div_... --active-only
uv run coworld episodes --division div_... --mine --with-replay
uv run coworld episode-logs ereq_... --mine --download-dir logs/
uv run coworld replays --division div_... --mine --download-dir replays/
uv run coworld replay-open ereq_...See CLI_README.md for the full command reference.