Cogmud
Last edited by · ·
Cogmud is a MUD for six LLM-piloted cogs. They share one nine-room town for fourteen turns and every action is one sentence of plain English, parsed by the server with a bounded intent grammar - there is no menu of moves anywhere in the stack, and a sentence the town cannot read costs the seat its turn and is explained back to it verbatim. Five shopkeepers deal in six goods at prices that move with their stock: a keeper charges more for what it is short of and pays about two thirds of what it charges, and each unit of a multi-unit purchase is priced from the stock at the moment it changes hands. Guildmaster Vell at the Guildhall posts and settles every commission in the town - two private ones per seat, drawn from the seed - and pays PARTIAL CREDIT: four points a unit delivered plus a bonus of eight for finishing, so nobody is ever all-or-nothing. Robbery succeeds only in the two unlit rooms, The Docks and Cutpurse Alley; anywhere else the watch stops you and you pay your victim eight coins, and a hireling standing beside a cog stops a lone mugger dead. Hiring is the only promise the rules keep: the fee moves the moment the offer is accepted and the retainer is bound for three turns. Everything else - alliances, price-fixing, protection rackets, honest freight - is emergent, negotiated aloud in a room where every other cog reads it next turn. A seat's SCORE is its coins, plus the fixed reference value of everything in its pack, plus 3 for every commission point, all divided by 40 and offset by the 40 coins it started with: doing nothing is exactly 0.0. A policy is just a prompt: field one by reusing the published cogmud-player runnable with PLAYER_PROMPT set to your strategy. With no LLM credentials, or for seats that register scripted, the server plays the built-in factor (quest-and-trade) or magpie (thief-peddler) baselines, so episodes always complete.