Roadmap

Every phase, verified in live games

“Code written” isn't done — “measured and checked in real games” is. The evidence for every item below comes from live tests on a 1.27 test instance.

Public preview Runtime v2 · W3P protocol v2 public release coming soon
  1. P0

    Fast lane + SDK facade

    Done

    Each client owns a lock-free lane, executed in batches inside the game thread's event dispatch; public facade Game + Bot; new directory layout.

    Acceptance Results match the old channel item by item; latency and throughput under concurrency; example bots run end to end.

    Verification 30/30 identical6-process concurrent median 67 ms → 0.06 msThroughput 88 → 3000 calls/s
  2. P1

    Semantic commands + receipts

    Done

    Move, attack, gather, build, train, cast, learn skills, revive, use items, buy… each with a receipt and a reason code; the SDK facade uses only these.

    Acceptance All live verification scripts pass: every kind of command has been issued in a real game and its effect read back.

    Live check 41/41 (later expanded to 73/73)15 opcodes + receipts
  3. P2

    Real-time information layer

    Done

    Push-based world state + trees + event stream: mana, cooldowns, inventory, buffs and current target are all in the snapshot, and items no longer go through the log.

    Acceptance Zero game-thread calls to read this information; reconciled unit by unit against the old snapshot; no events lost over a full game.

    Per-unit reconciliation 112/1120 events lost per gameOne capture 11.8 → 0.58 ms
  4. P3

    Reference brain migration

    Done

    The reference brain, reflex layer, console, bubbles and director all moved to W3P; map block, engine-level damage / kill events, camera and HUD semantic commands.

    Acceptance All live checks pass; the reference brain has 0 task errors over a full game, and the 4 reflex-layer modules have 0 errors.

    Live check 72/72Decision cycle 0.15~0.56 s → 0.02~0.07 s⏳ ≥ 50-game win-rate comparison pending
  5. P5

    Permissions and views

    Done

    Lane roles player / observer; per-unit visibility mask; SDK fair mode and enemy memory.

    Acceptance Observer commands are rejected, and a player can't command other players' units; fair mode sees only its own vision.

    Role isolation passed liveFair mode 4/4
  6. P5+

    Pro capabilities

    Done

    Production table and progress, day/night, combat stats and counters, ground pathfinding, Shift-queue / paths / chained builds / cancel / attack ground, batched commands, per-command execution time; bot manual, pro strategy cookbook, four examples.

    Acceptance Every item has offline tests + live checks.

    Production 12/12Queued commands 7/7Combat stats 4/4Pathfinding 4/4micro_bot 3023 commands in 5 min with 0 errors
  7. EX

    Gameplay extensions

    Done

    Canvas (runtime-drawn text boxes, panels, progress bars, images, terrain-hugging circles and routes; safe in multiplayer); JASS channel (1291 functions called by name from the Farsight console, command line, HTTP and Python); RPG companion framework (four modes; follow / assist / heal; chat commands, portrait dialogue, lines from a local LLM); reading unit names from custom maps; AI schemes (switch, export, import, trust, results).

    Acceptance Run end to end in live games on RPG maps on a test instance: canvas per-frame cost and unit following; JASS functions checked one by one for their effects; the companion follows, assists and retreats for a whole game and keeps following after being revived; switching schemes mid-game to take over the current game.

    Canvas with 9 elements 0.27~0.34 ms per frameJASS channel 18/1894 functions checked one by one for effectsUnit names read on 37 of 38 RPG maps
  8. EX+

    UI & input · mods · gateway · MCP

    Done

    UI & input (drawn buttons and choice cards are clickable; hotkeys, ground clicks, the ground point under the cursor, local selection; drawn under the mouse cursor); event coverage filled in (spell casts, players leaving, selection changes, screen messages and full chat text, leaving the game); gameplay mods (scheme type mod, with two examples: Hero Roguelike and Endless Defense); gateway (WebSocket / JSON, three roles dev / player / observer, a JS client and browser demo page); MCP server (10 tools).

    Acceptance Checked item by item in real games: clicking drawn buttons, pressing hotkeys, clicking the ground, casting spells, chat, defeating the computer player, leaving the game; the gateway and MCP called one by one against a live game; the key flows of both mods run in live games; MCP actually hooked up in Claude Code.

    UI & input 16/16Gateway + MCP 16/1610 tools live in Claude CodeButtons drawn under the mouse cursor
  9. P4

    Multi-version support

    Planned

    Pick a profile (symbol table) per game version → signature-scan fallback → startup self-check → capability list; validated on a second version.

    Acceptance A capability matrix is produced automatically on the second version, and verified capabilities keep working.

  10. P6

    Arena

    Planned

    Referee process + two slots; vision filtering, ownership checks, ticks on game time, replayable records. The WebSocket / JSON gateway is already built; what's missing is a referee everyone trusts.

    Acceptance Two external bots play each other in the same game until there's a winner.

Known gaps

  • Win-rate comparison before and after the reference brain migration (≥ 50 games, same version)
  • Capability circuit breaker: a capability that keeps failing → marked unavailable, an event fires, other capabilities keep working
  • Per-instance, rolling runtime log files
  • Programmatic win/loss detection (Arena foundation experiment 4)
  • Scheme website: one-click upload from Farsight, download and install from the site, win rates aggregated by version
  • Hook the companion up to full chat text (the runtime can already read what the player types), for real free-form conversation
  • A sync channel for multiplayer games: gameplay that changes the world (spawning units, changing stats, gameplay mods) is single-player only for now