| name | review-harness |
| description | Review an existing LLM harness for correctness and gameplay-impacting bugs. Use when the user asks to "review", "audit", "check", "look over", or "find bugs in" a harness, or asks whether a harness has issues that could affect win rates. Covers static code review (prompt accuracy, parser robustness, common anti-patterns), optional replay-archive scanning to quantify real-world impact, and an optional cross-harness sweep for the same anti-patterns. |
Review a Kaggle-Environments LLM Harness
This skill audits an existing harness for bugs that could plausibly affect gameplay. It complements create-harness (which builds harnesses).
Mindset
A good review finds both kinds of bugs:
- Known bugs — the patterns in the anti-pattern catalogue at the bottom of this document. Catching these is cheap (grep, then verify), high-confidence, and protects against regressions of issues we've already paid for once. Always run the catalogue checks. Skipping them because they feel mechanical is how harnesses ship with bugs we already knew how to find.
- Unknown bugs — the ones nobody has named yet. These are found by going to the engine, stress-testing the parser with adversarial inputs, reading the prompt as a hostile LLM would, and pulling on threads in the replay data. Each one becomes a new catalogue entry (Step 7) so the next reviewer gets it for free.
Structure the review around three questions, applied with both lenses:
- Is the prompt telling the model the truth about the game? (Verify every concrete claim against the actual game engine; also walk the prompt-pattern row of the catalogue.)
- Does the parser robustly recover the model's intent across the messy responses real LLMs produce? (Stress-test it with adversarial inputs; also walk the parser-pattern row of the catalogue.)
- Does the replay data show the harness behaving the way the code says it should? (Generic intent-vs-action mismatch scan; also targeted detectors for each catalogue pattern.)
Neither lens dominates. The catalogue tells you the cheapest, most reliable bugs to find first; the discovery techniques tell you what to do when the catalogue runs out.
When to use this skill
The user wants you to look at a harness with a critical eye. Distinct from create-harness (which produces new code).
If the user provides a replay archive (.zip of episode JSONs), also do the replay-scan section to measure realized impact and to surface bugs that static review can't see.
Step 0: Establish scope
Before reading any code, confirm with the user:
- Which game/harness?
- Just the harness, or also the proxy/env?
- Replay archive available to scan? (If yes, get its path.)
- Should missing tests/wiring be flagged as bugs, or as separate concerns?
- Does a sibling variant exist (e.g.
<game>_arena next to <game>)? If so, ask whether to include it — arena variants are usually copy-paste descendants of their base, so a bug in one almost always exists in the other.
These shape the depth and priority ranking. If the user has a preferred severity scale (e.g., "ignore stylistic stuff"), get that too.
Step 1: Build ground truth from the game
You cannot review a prompt or parser without knowing what the game actually does. Don't rely on documentation, prior reviews, or the harness's own claims — go to the engine.
For OpenSpiel games:
import pyspiel
game = pyspiel.load_game("<name>")
state = game.new_initial_state()
print(repr(state.observation_string(0)))
print(state.legal_actions())
state.apply_action(<action>)
For custom envs, do the equivalent with the interpreter.
Things to learn before opening the harness:
- All distinct game phases (setup, normal turn, post-collision, terminal, …) and what observation each produces.
- Default parameters and what they control. (Is the game configurable? Do non-default configurations produce different observation formats?)
- The full action space, including special actions (PASS, swap, resignation, bidding values, …).
- Every path to win, loss, and draw. Read the engine's terminal-state logic exhaustively (the function called from
DoApplyAction, every place winner_ or its equivalent is set, every branch of Returns()). List them. The prompt must cover every one — including the unglamorous ones (repetition draws, max-length truncation, no-legal-moves-loses). "There are no draws" is a high-confidence red flag; verify it.
- Imperfect information edges: which observation fields are masked for which player.
- Anything the C++/Python source documents as a known quirk (look at
*.h, *.cc, *_test.cc in the OpenSpiel install for a struct definition or test that locks in behavior). Numbered rule lists in the header file are gold — they often spell out exactly the edge cases the engine implements but the prompt forgets.
- Engine vs canonical rules. If the engine implements a rule differently from the game's standard rulebook (Wikipedia, tournament rules, the source paper), the prompt MUST follow the engine — that's what scores the game.
If a claim in the prompt or harness disagrees with what the engine actually does, that is a bug — full stop. Prompt accuracy bugs are the highest-impact category because they cost games on every turn the false invariant fires.
Step 2: Static code review
Read the source critically. Do both halves of this step — neither alone is sufficient:
- 2a (catalogue walk) finds the known bugs cheaply. Do this first; it's fast and high-yield.
- 2b–2f (discovery) find the bugs the catalogue doesn't know about yet. Do this after, with the catalogue findings in mind so you can recognize related patterns.
2a. Walk the anti-pattern catalogue
Sweep the anti-pattern catalogue at the bottom of this document for every entry. For each one:
- Run its Detection technique (grep, adversarial input, print-and-read, etc.).
- If a hit, verify it's actually a bug in this codebase (some patterns are conditional — e.g., forward-iter
finditer only matters in fallback paths).
- Record severity, evidence, and the suggested fix.
This is mechanical work; do not skip it. Most production bugs are repeats of bugs we've already seen.
2b. Verify every prompt claim against ground truth
Print the prompt for a handful of representative states (start of game, mid-game, after a collision, terminal). Read each statement of the form "you may X / you cannot Y / it always Z" and check it against legal_actions() and observation_string() for that state. Examples of the kind of disagreement that has bitten real harnesses:
- "You may nominate any cell except your own stones" — but the engine also removes revealed-opponent cells from
legal_actions.
- "Move history shows the moves played in this game" — but the framework appends collision attempts too, so the listed history is not a list of placements.
- "Rows are numbered 1–9 from top to bottom" — but the proxy actually emits row 1 at the bottom.
Whenever you find one, ask: what other class of claim might be wrong? — and verify those too.
When the harness emits structurally different prompts for different roles, phases, or turn types (cluemaster vs guesser; proposal vs utterance; setup vs play; mover vs non-mover at a chance node), reading each branch in isolation is not enough — a rule the model needs may be present in one branch and silently missing from another. Render one prompt per branch and build a coverage matrix. Rows are the engine's mechanical rules (enumerated once from process_action / DoApplyAction / wherever state transitions happen, with file:line refs from Step 1). Columns are the prompt branches.
| Engine rule (file:line) | Branch A prompt | Branch B prompt |
|---|
Trap word → instant loss (word_association.py:217) | – | – |
Positive N gives N+1 guesses (word_association.py:170) | – | yes |
Game ends when one team's words depleted (word_association.py:244) | – | – |
A – in any column whose role's strategy depends on knowing the rule is a finding. n/a is fine (the rule doesn't apply to that role). Do not skip rows on the grounds that "this rule is obvious from the goal statement" — if it's a mechanical consequence the engine enforces, the prompt must say so explicitly, because the model only knows what's in the prompt. The matrix is the deliverable; gaps are concrete catalogue hits under "Rule disclosed to one prompt branch but not another."
2c. Stress-test the parser with adversarial responses
Construct synthetic LLM responses that look plausible and run the actual parse_response on them. The point is to expose failure modes the harness author didn't think of:
inputs = [
'I'll play e5.\n```json\n{"move": "e5"}\n```',
# Multiple candidates in prose
"I considered a1 then b3, but I'll play e5.",
# No JSON, just prose
"I'll play e5 because it controls the center.",
# Echoes the board in the response
"Board:\n a b c d e f\n 1 . . . . . .\n...\n```json\n{\"move\": \"d3\"}\n```",
# JSON nested in extra fences
"```\n```json\n{\"move\": \"e5\"}\n```\n```",
# Multiple JSON blocks (rethink scenario)
'{"move":"a1"} ... wait, actually ```json\n{"move":"e5"}\n```',
# Case variations
'```json\n{"move":"E5"}\n```',
# Whitespace / punctuation noise
'```json\n{"move":" e5. "}\n```',
# Illegal move in JSON
'```json\n{"move":"z99"}\n```',
# JSON with extra fields
'```json\n{"reasoning":"...", "move":"e5", "confidence":0.9}\n```',
# Empty / refusal
"I cannot determine a good move.",
]
for r in inputs:
print(repr(r[:60]), '→', parse_response(r, legal).legal_action)
You're looking for:
- Inputs the parser fails on that a human would clearly understand.
- Inputs the parser succeeds on that produce the wrong answer (e.g., picks an earlier-rejected move, captures a board-rendering artifact).
- Mismatch between what the JSON says and what gets returned.
- Anything the parser silently swallows (empty
raw_action, no rethink context).
Don't constrain yourself to the catalogue's examples — invent inputs specific to this game's likely model outputs.
2d. Read the prompt as a hostile LLM would
Print one full prompt. Ask:
- Are any rule statements ambiguous? An LLM reading the prompt should not have to guess.
- Does the prompt invite mistakes? (E.g., "If the cell is occupied…" without specifying that the cell-is-occupied case is illegal to initiate.)
- Does the prompt enumerate legal moves? (Don't.) Does it give strategy advice? (Don't.)
- Does the prompt include data the model can't act on (e.g., raw JSON pasted instead of a readable rendering)?
- Does the rethink suffix actually help the model? (Showing back the previous response and the illegal move; not just "try again".)
- Is the output format described precisely enough that a strict parser will succeed?
- Is the prompt padded? Shorter prompts have matched or beaten longer ones across games. Flag restatements, filler ("Note that…", "Please…"), hedging, and paragraphs that could be a declarative sentence — while keeping concrete rules and format examples intact. See the create-harness "Second pass: compact the prose" section.
2e. Trace one full turn end-to-end on paper
Pick a real-looking observation. Walk through:
get_legal_moves(obs) → what dict comes out?
make_prompt(obs, history, ...) → render the full text.
- Imagine the LLM response. Try both an obedient response and a slightly-off one.
parse_response(response, legal_strings) → what does the framework receive?
- The framework hands back
legal_action; how does this become a submission?
At each step ask "what if this returned None / empty / a stale value?". Discover edge cases that aren't in your catalogue.
2f. Compare against a golden example
checkers, dark_hex, and word_association are reference implementations. If the harness diverges from those patterns, that's not automatically a bug — but ask why. A unique divergence is either a deliberate game-specific choice (document it) or an oversight (fix it).
Step 3: Replay-archive scan (if available)
Static review tells you what could go wrong; the replay scan tells you what did, and it routinely surfaces bug categories that static review missed.
3a. Understand the replay schema
Replay JSONs from production have this rough shape per episode:
{
"name": "<env_name>",
"rewards": [r0, r1],
"statuses": ["DONE", "DONE"],
"steps": [
[{agent0_state}, {agent1_state}], # step 0 (setup)
[{agent0_state}, {agent1_state}], # step 1
...
]
}
Each agent_state contains:
status: ACTIVE / INACTIVE / DONE / INVALID
observation: the proxy's per-player observation (parse observation.observationString as JSON for OpenSpiel proxies)
action: {submission, actionString, thoughts, status} — the move this agent made in this step, plus the LLM's final response in thoughts
info: {actionApplied, actionSubmitted, agentSelfReportedStatus, timeTaken}
Critical: the pre-move board view for agent j's move in step i is at steps[i-1][j].observation. The action in steps[i][j].action records what agent j played to transition from step i-1 to i. The thoughts field is the final successful LLM response — retry attempts are not stored unless include_generate_returns is enabled in the config.
Always sanity-check the schema on one file first; the structure occasionally evolves:
with open(files[0]) as f: r = json.load(f)
print(list(r['steps'][1][0].keys()))
print(list(r['steps'][1][0].get('action', {}).keys()))
print(set(r.get('statuses', [])))
3b. Survey aggregate outcomes
status_counter = Counter()
for fp in files:
with open(fp) as f: r = json.load(f)
status_counter[tuple(r['statuses'])] += 1
print(status_counter)
If you see no INVALID/ERROR statuses, no game was lost to retry exhaustion — but bugs may still have caused suboptimal moves. Also surface:
- Distribution of
info.timeTaken: outliers may indicate retry storms.
- Distribution of
info.actionSubmitted == info.actionApplied: divergence indicates engine-level rejection.
- Distribution of
agentSelfReportedStatus: anything other than OK is interesting.
- Game length distribution: very short games often indicate forfeits or trivial losses.
Any unusual aggregate is a thread to pull on.
3c. Compare what the model said to what was submitted
This is the most generally-useful replay check, and it doesn't require knowing what bug you're looking for. For every turn:
- Extract the model's intent from
thoughts (e.g., the JSON move field, or whatever your parser would prioritize).
- Compare it to
actionString. They should usually match.
- When they differ, investigate. Each mismatch is either (a) a parser issue (intent was overridden) or (b) the recorded thoughts is from a different LLM call than the one that produced the action. Both are worth understanding.
mismatches = []
for fp in files:
with open(fp) as f: r = json.load(f)
for i, step in enumerate(r['steps']):
for j, agent in enumerate(step):
a = agent.get('action') or {}
thoughts = a.get('thoughts') or ''
actionString = a.get('actionString')
if not (thoughts and actionString): continue
intent = extract_intent(thoughts)
if intent and intent != actionString:
mismatches.append((fp, i, j, intent, actionString))
This single check, applied to dark_hex, surfaced both Issue #1 (prompt overpermits known-opponent cells) and Issue #2 (forward-iter coord scan) and a previously-unknown rendered-board header artifact.
3d. Replay-driven differential tests
For any specific bug you suspect from static review, write a detector that walks the replay and counts occurrences:
- "Did the harness ever do X?" — e.g., did any submission land on a cell that was already known-occupied on the player's pre-move view?
- "What would change if I fixed Y?" — re-run
parse_response after applying your fix; compare picks; count games where the action would have differed.
These checks turn theories into numbers. A bug that fires once in 40,000 turns is real but probably not urgent; a bug that fires in 5% of turns is.
3e. Look for surprises, not just bugs
Skim a dozen random thoughts fields. If the model is doing something the harness designer didn't anticipate — citing the move history weirdly, complaining about ambiguous rules, asking for clarification, repeatedly playing the same losing pattern — that's a signal. Often these surprises map back to prompt deficiencies you'd never find via grep.
Step 4: Cross-harness sweep (optional)
If a bug is structural (in the parser, regex, or framework-glue code), check whether other harnesses share the anti-pattern. Two complementary approaches:
Pattern-based grep (catches known anti-patterns):
grep -rnE 'for [a-z_]+ in [a-zA-Z_]+\.find(iter|all)\(' \
kaggle_environments/envs/*/harness*.py 2>/dev/null \
| grep -v 'reversed('
grep -rnE '\.search\(response\)' \
kaggle_environments/envs/*/harness*.py 2>/dev/null
grep -rnE 'response\.find\(' \
kaggle_environments/envs/*/harness*.py 2>/dev/null
grep -rnE 'for [a-z_]+ in legal_action_strings' \
kaggle_environments/envs/*/harness*.py 2>/dev/null
grep -rnE '_JSON_BLOCK_RE\.search|_BARE_JSON_RE\.search|_JSON_OBJECT_RE\.finditer' \
kaggle_environments/envs/*/harness*.py 2>/dev/null
grep -rnE 'reversed\(list\(|reversed\(.*\.findall|response\.rfind|extract_last_json_object' \
kaggle_environments/envs/*/harness*.py 2>/dev/null
grep -rE '_(MOVE|COORD|CELL|MOVE_TOKEN)_RE\s*=\s*re\.compile\(.*\\s\*' \
kaggle_environments/envs/*/harness*.py
grep -rnE '_(BOARD|GRID|ROWS|COLS|NUM_(ROWS|COLS))[A-Z_]*\s*=\s*[0-9]+' \
kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py 2>/dev/null
grep -rnE '[0-9]+\s*x\s*[0-9]+\s*(grid|board)|[a-z]-[a-z]|1-[0-9]+' \
kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py 2>/dev/null
f kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py;
[ -f ] ||
grep -q ||
grep -qE \
||
f kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py;
[ -f ] ||
grep -qE ||
grep -qE \
||
f kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py;
[ -f ] ||
n=$(grep -cE )
[ -ge 2 ] &&
grep -rnE \
kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py 2>/dev/null
grep -rnE \
kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py 2>/dev/null
f kaggle_environments/envs/*/harness*.py \
kaggle_environments/envs/*/harness/*.py \
kaggle_environments/envs/open_spiel_env/games/*/harness*.py;
[ -f ] ||
n=$(grep -cE )
[ -ge 2 ] &&
Behavior-based check (catches the same logical bug across different syntaxes): for each harness, construct an adversarial response that should trigger the bug, run the harness's parse_response, and check the result. This catches variants of the bug that don't textually match a grep pattern.
For each candidate hit, verify:
- The pattern is in a fallback (post-JSON-extraction) path, not a primary parser.
- The regex / board rendering combination actually fires the bug — some regexes are restrictive enough to be safe even with the anti-pattern.
Step 5: Report
Structure the writeup as:
- Verified correct. What you checked and found working. Builds trust in the negative findings.
- Issues, ranked by gameplay impact. Each issue:
- One-line description.
- Severity (Major / Medium / Minor).
- Evidence (specific engine behavior, replay file:step references, grep matches, or adversarial-input output).
- Concrete fix as a code snippet or sentence rewrite.
- Minor issues. Wiring, tests, stylistic concerns — flagged but de-prioritized unless the user said otherwise.
- Realized impact (if a replay scan was done). Numbers, then filenames. Distinguish "the bug fired" from "the bug changed game outcome" — the latter is often unknowable from logs alone, and you should say so.
Don't bury the lede. Lead with the most game-impacting bug, not the first one you found.
Cite specific replay files for every replay-derived finding
When a replay archive is provided, the human reviewer's first instinct on any claim ("models get confused by line X", "the parser drops the move here", "this rule is misread") is to open a replay and see it for themselves. Make that one click, not a hunt. Every replay-derived finding must name at least one concrete episode file the reviewer can open, and where possible point to the exact step index and player slot. The bar is "could a reviewer who hasn't read your scan script reproduce the finding by opening the file you cited?".
Concretely:
- Cite the episode by its real path or basename (e.g.
replays/episode_01234.json or 1700123456789.json), not by the index into your scan list. Internal indices mean nothing to the reviewer.
- Pin the location inside the episode:
steps[12][0] (step 12, agent 0) for a specific turn, plus the field you read (action.thoughts, action.actionString, observation.observationString).
- For prompt-comprehension findings ("models repeatedly misread the move-count line"), quote the offending model snippet AND name 2–3 episodes where it appears. One example is anecdote; three is a pattern the reviewer can trust without re-running your scan.
- For parser findings, name the episode and step whose
thoughts exhibit the failure mode (multiple JSON blocks, prose-only response, etc.) — these are the files the reviewer will paste into a unit test.
- For aggregate claims ("fired N times across M episodes"), list a representative handful (3–5) of the episode paths in addition to the totals. Don't dump the full list — a sample is enough to spot-check.
- If your scan produced a per-finding artifact (CSV of mismatches, list of offending episodes), save it alongside the report and reference its path so the reviewer can drill in without re-running anything.
A finding that says "the parser picked the wrong move on 47 turns" is unactionable; the same finding with "47 turns across 31 episodes, e.g. episode_00481.json step 14 agent 1 (thoughts shows e5 chosen, actionString is a1)" is something the reviewer can verify in 30 seconds.
Step 6: Ask before fixing
When the review surfaces real bugs, ask the user whether to fix any/all before writing patches. The review is the deliverable — fixes are a follow-up.
Step 7: Add to the catalogue
When the review surfaces a bug that isn't in the anti-pattern catalogue at the bottom of this document, add it. The catalogue's value grows by accumulation. A new entry should include: name, symptom, fix, and (ideally) the grep or adversarial-input pattern that catches it.
Anti-pattern catalogue
Bugs that have been found in real reviews. Treat this as a starting point — find the next one.
Parser
| Pattern | Symptom | Detection | Fix |
|---|
| Forward-iter / first-match wins (umbrella) | Whenever the parser scans the response for any kind of candidate — a regex match, a findall, an action tag, a fixed substring, a "first legal action that appears anywhere" loop, a JSON block — and picks the first one, it almost always picks a rejected option. Models enumerate alternatives ("considered a1, then b2, going with e5") before stating their final answer. The universal rule is last-mention-wins. This bug has shown up on at least six surfaces; treat the catalogue rows below as instances of the same defect, not separate bugs. | Grep for every surface (see bash block below this table). For each hit, verify it's a scan of the response (not a lookup against a single already-extracted candidate, which is fine). Where a replay archive is available, count fires by re-running the parser with last-wins and counting turns whose chosen action changes. | Use the patterns in the create-harness "Last-mention-wins" section. For JSON specifically, use the shared extract_last_json_object helper in kaggle_environments.core_harness rather than re-rolling fenced/bare regexes; pass required_keys=(...) so unrelated JSON in the reasoning is ignored. |
↳ Forward-iter finditer / findall | for m in r.finditer(response): or for x in r.findall(response): — picks the first match. Fired 13 turns / 10 episodes in the dark_hex prose fallback before the fix. | grep -rnE 'for [a-z_]+ in [a-zA-Z_]+\.find(iter|all)\(' kaggle_environments/envs/*/harness*.py (skip hits already wrapped in reversed(...) / reversed(list(...))). | for m in reversed(list(r.finditer(response))): / for x in reversed(r.findall(response)): |
| ↳ First-JSON-block pick | _JSON_BLOCK_RE.search(response) (or any equivalent first-match regex) selects the first fenced/bare JSON object. Self-corrected later block is ignored. Fired 132 / ~155k LoA turns; structurally present in 18/18 OpenSpiel-game harnesses + word_association. | grep -rnE '_JSON_BLOCK_RE\.search|_BARE_JSON_RE\.search|_JSON_OBJECT_RE\.finditer' kaggle_environments/envs/*/harness*.py; verify by counting replays where and first/last values differ. |
Prompt
| Pattern | Symptom | Detection | Fix |
|---|
| Prompt reveals hidden information | Prompt leaks data the receiving player should not see. Two common shapes: (1) partial-info adversarial (A vs B) — e.g. dark hex, where each player has their own per-player board view; the prompt for A must never include B's full board or unrevealed cells. (2) co-op with teammates (AA vs BB) — e.g. coin game arena (2v2), where A1 and A2 are teammates but still have private state; the prompt for A1 must not include A2's private observation. Once leaked, the game's information structure is broken and benchmark results become meaningless. | Render the prompt for each player at a state where private info is supposed to be hidden (mid-game in dark hex; partway through a co-op turn) and search the rendered text for the other player's private fields. Also audit which fields the harness reads from the obs — anything sourced from a global / shared / cross-player state dict instead of the per-player observation is suspect. | Source all per-player data through the proxy's per-player observation (e.g. state.observation_string(player)), never from a global state dict. If the proxy returns both players' boards when called with player=None, the harness must always pass an explicit player. Add a unit test that asserts player B's private fields do not appear in player A's prompt. |
| Prompt invariant violation | Rule statement disagrees with engine; model burns retries on "legal" moves | Print prompt; verify each "you may/cannot" claim against legal_actions() | Rewrite the claim |
| Phantom feature claims (prompt describes behaviour no code implements) | The prompt promises information or mechanics the harness/proxy doesn't actually surface. Models then waste reasoning trying to use the phantom field — or worse, infer made-up values. Two recurring shapes: (1) drift — the prompt was accurate against an older engine/proxy version but a field was renamed, removed, or the env switched parameters underneath it (gin rummy's prompt announced the "Oklahoma variant" but the env loads with oklahoma=false; mancala's prompt said remaining pieces stay in their pits at game end, but the engine sweeps them into the side's store); (2) aspirational copy — the harness author described a feature they planned but never wired up (oshi-zumo's generate_prompt docstring claimed opponent coin counts were "encoded as a hidden suffix" of move_history entries — no code path implemented that, the prompt only ever rendered the agent's own bids). |
get_legal_moves
| Pattern | Symptom | Detection | Fix |
|---|
| No serialized-state fallback | When legalActions isn't in obs, returns {} and agent burns turn | Construct an obs missing legalActions | Deserialize serializedGameAndState and call state.legal_actions() |
| Returns wrong type for free-form | Returns {} instead of None on free-form turns; framework treats it as enumerable with no options | Inject free-form-turn obs | Return None explicitly |
| Diagnostic prints in production | Stderr noise on every turn | grep print in the harness | Remove or guard behind a debug flag |
Structure / wiring
| Pattern | Symptom | Detection | Fix |
|---|
| Relative imports in harness | Production loader (single-file) fails to import | grep 'from \.' harness.py | Use absolute kaggle_environments... imports |
No test_llm_game.py | No in-repo end-to-end LLM sanity test | ls for test_llm_game.py | Create from create-harness template |
No harness_test.py | No unit tests for prompt/parser/legal-moves | ls for the test file | Create from create-harness template |
Reference files
kaggle_environments/core_harness.py — GameHarness protocol, ParseResult, create_agent_fn, retry loop, telemetry. Read this before reviewing any harness.
.agents/skills/create-harness/SKILL.md — the construction-side counterpart; cross-reference rules and conventions.
- Golden examples to anchor expectations:
kaggle_environments/envs/open_spiel_env/games/checkers/harness.py — modern enumerable shape: delegates to parse_json_action, branches render_rethink_suffix, demonstrates a phase-conditional prompt section (multi-jump continuation)
kaggle_environments/envs/open_spiel_env/games/dark_hex/harness.py — same modern shape with a custom matcher= callable for notation tolerance; per-player rendering for imperfect-information games
kaggle_environments/envs/word_association/harness.py — mixed free-form + enumerable (non-OpenSpiel)