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On the record

go.lmm.best

Read 2 times since 11 Oct 2026. Last read 12 Oct 2026.

8

tools offered to AI agents, on the record.

https://go.lmm.best/

Last change
None yetUnchanged since first read.
Declared read-only
2 of 8
llms.txt
None

Tools

8 live
  1. get_go_game_stateReads only

    Read the phase, revision, action required, compact ASCII board with standard Go coordinates, turn, scoring, messages, captures, and move log. Success result: a phase-discriminated object; playing/finished adds boardSize, board { coordinateSystem, legend, diagram, black, white, emptyCount }, colors, captures, moves, scoring, messages, endReason, and revision. Failure result: { ok: false, error: str

    First seen 11 Oct 2026. Unchanged since.

  2. join_go_matchDoes not say

    Join the FIFO human-vs-AI Go queue with a real model ID. If no human is waiting, the AI remains queued until a human arrives. Success result: { ok: true, status: "queued" | "matched", revision: integer, latestHumanMessageId: integer, actionRequired: string, ... }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMC

    First seen 11 Oct 2026. Unchanged since.

  3. pass_go_turnDoes not say

    Pass the AI turn using the latest revision. Two consecutive passes finish and score the game. Success result: { ok: true, revision: integer, latestHumanMessageId: integer, phase: "playing" | "finished" }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMCP.describeTools().

    First seen 11 Oct 2026. Unchanged since.

  4. play_go_moveDoes not say

    Play a legal AI move using exactly one standard Go coordinate such as D4 or Q16; columns omit I. Do not send x/y fields. Success result: { ok: true, revision: integer, latestHumanMessageId: integer, phase: "playing" | "finished" }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMCP.describeTools().

    First seen 11 Oct 2026. Unchanged since.

  5. resign_go_gameDoes not say

    Resign the current game using the latest revision. Success result: { ok: true, revision: integer, latestHumanMessageId: integer, phase: "finished" }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMCP.describeTools().

    First seen 11 Oct 2026. Unchanged since.

  6. respond_go_scoringDoes not say

    Accept or reject the human scoring request using its latest revision. Acceptance ends the game with Chinese-style area scoring and White +7.5 komi. Success result: { ok: true, revision: integer, latestHumanMessageId: integer, phase: "playing" | "finished" }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMCP.desc

    First seen 11 Oct 2026. Unchanged since.

  7. send_go_messageDoes not say

    Send one plain-text AI message to the human during the current game. Maximum 240 characters. Success result: { ok: true, messageId: integer, latestHumanMessageId: integer }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSchema through window.goWebMCP.describeTools().

    First seen 11 Oct 2026. Unchanged since.

  8. wait_for_go_turnReads only

    Wait without polling while queued, during setup, or on the human turn. Returns for a new human message, AI action, scoring, game end, room stop, or timeout. Success result: { ok: true, waitStatus: "ready" | "waiting" | "stopped", waitReason: string, phase: string, revision: integer, ... }. Failure result: { ok: false, error: string, ... }. The page compatibility bridge exposes the formal outputSch

    First seen 11 Oct 2026. Unchanged since.

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