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AGI IS HERE 1.0.0

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@joakimriedel joakimriedel released this 24 Sep 19:12
· 14 commits to main since this release
05317fb

AGI IS HERE 1.0 is out at agi.monotio.com: Sierra's Adventure Game Interpreter, rebuilt from scratch for the browser, with an AI co-author that writes real AGI games while you play them.

The same Knight's Trial brief drawn by five models, with what each cost

What 1.0 means

1.0 is the first public archive baseline. Saves, game exports and recorded tests written by 1.0 stay readable by every later release; the archive formats are pinned by committed fixtures that are never regenerated.

What's changed since rc.17

  • Models. Claude Opus 5.5 (the default, at medium effort) and Fable 5.1; GPT-6 Astra (the default), Sol and Luna. Opus and Fable stream a summary of their thinking into the agent panel.
  • Sprites as text. Agents write views as a small source language: draw a cel once, copy it and change rows, mirror loops explicitly. A malformed source fails with the line and the fix, the compiler validates every pixel, and two warnings catch a walk that never moves and a side view drawn facing front. Under the old pixel-array format, one Sol run in eight ran away; none has since.
  • Limits that mean something. Every harness limit now traces to the AGI format, a provider, your budget or a runaway guard: no wall-clock verdicts or automatic pauses, retries for transient provider errors, unbounded stored tests, and reference images fitted to provider limits instead of rejected.
  • Ports and profiles. Amiga and Apple IIgs copies import with their interpreters and the IIgs wavetable, and the interpreter you choose holds everywhere the game runs: play, authoring, save import and archives.
  • Display. An Original 4:3 display mode, and CP437 box drawing and accented letters in the font.
  • README. A new front door, with five models' castles and the story of how the engine stays faithful.

Genesis benchmark

Five model lanes built the openings of two briefs through the production authoring session: evals/benchmarks/genesis/1.0.0.

  • All ten runs passed their playtests, for $10.11 together, from $0.03 (Luna) to $1.92 (Opus at high effort) per opening.
  • Best sprites: Opus and Astra, with profile side views and four-frame strides. Best value: Sol, at $0.25 and $0.30: a stride in every direction, and 13 of 14 and 12 of 12 brief checks. Luna builds complete, playable openings, but thin ones.
  • One run per lane and brief gives no variance; read small differences as noise. Every game is in the snapshot and can be played with Add game.

Validation

Released from main commit 05317fb (PR #39).

Main CI passed the repository gate, build, Chromium and WebKit suites, production-browser checks, deployment and deployed-app verification, each on the first attempt. CodeQL passed all three language analyses.

Locally, against the maintainer's own original game files, 1,586 engine tests, 496 app tests and 27 offline eval tests passed with none skipped: every fixture test ran, including the thirteen full-game walkthroughs replayed keystroke by keystroke.

Known limits

  • Original saves: the engine writes its own save format. Reading or writing an original interpreter's .SAV files is not claimed.
  • Font: characters outside ASCII, CP437 box drawing and accented letters show blank and are reported once in the browser console.
  • Hardware fidelity: interpreter behaviour is checked against original machine code across PC, Amiga and Apple IIgs builds, not against running hardware. Pixel-exact rendering on real displays and physical clock timing are unproven, and sound is synthesized in the browser rather than measured from the chips; docs/fidelity.md lists what remains open.
  • The agent: quality varies by model and by run. Agent calls run on your own API key; each task stops at its budget, $5 by default.
  • Games: 1.0 ships no Sierra games. Play the classics from your own copies.

Changes since rc.17 · PR #39