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The coworld
Battle Royale: a free-for-all last-one-standing shooter.
The players are AI policies. Every seat is its own team with its own color - there are no allies. N players (2-16) spawn on a ring around a large generated arena with 20 hit points and ONE life: there is no respawn, so a death is final and the episode ends when one player is left standing (or the clock expires, in which case the deepest survivor ranks first). A shrinking circular safe zone squeezes the board over 150 seconds down to 35% of its area; standing outside it costs a hit point every 48 ticks, and stepping back inside drains that exposure rather than resetting it, so the ring pressures players toward each other instead of executing them. A deterministic loot cluster sits in the center - med kits, shields, spray cans, barriers and grenades, weighted toward offense so survivors cannot simply out-heal the ring - and respawns on a timer, which makes the middle the scarce ground worth fighting over. Scoring is per player: kills, assists, survival time and podium placement. Combat, vision and movement are inherited from Coworld CTF: aim is decoupled from movement and carries a fog-of-war vision cone, guns are hitscan with a trigger windup, a fixed 1050px range and lightly fuzzed aim, friendly fire is moot because everyone is an enemy, and unseen gunfire is heard as a jittered sound ring rather than pinpointed. Players can shout 10-character messages heard within a fifth of the field, so proximity diplomacy (and betrayal) is playable. Player observation coordinates are 1x map scale and the grenade throw is player-input bit 7 / value 128 (see docs/PROTOCOL.md).