helixordevelopers

Beyond rules: search, strategy and learning

Rules decide over the facts you give them. These three examples show what an engine does when the answer has to be found: it searches ahead and proves a move, it changes technique when the position allows an exact answer, and it picks a strategy for each situation and learns from how episodes end. Every request and response is shown in the API inspector.

PreviewDemo endpointsNo installEngine source: loading

What runs here

The games run on the playground service at /api/try/games/*. These are demo endpoints, not the product API: the engines are ports of the game adapters in the Helixor reasoning service, run only on the server, and are tested to return exactly what the reasoning service returns for the same positions and episodes. The badge above shows the source commit the service reports. Nothing on this page is simulated: when the service cannot be reached the page says so and shows no boards.

Examples#

Connecting to the playground service…

Demo endpoints and the product API#

This page callsKindWhat it illustrates in the product
POST /api/try/games/connect4/move
POST /api/try/games/othello/move
Playground demo endpoint, anonymous, rate limitedGame goals game.connect4.v1 and game.othello.v1 on the reasoning service's POST /v1/decide Preview. The reasoning service is not publicly deployed and needs a caller credential. The inspector shows the equivalent decide request for the current position.
POST /api/try/games/arena/duel
POST /api/try/games/arena/compare
Playground demo endpointOutcome memory with HelixorBeliefLedger in the runtime: record, belief, and snapshot / restore Next release. The inspector shows the equivalent calls.
GET /api/try/gamesPlayground demo endpointThe catalog of these examples: budgets and the source commit of each engine.

Known issue in the reasoning service (Preview)

For game goals, POST /v1/decide currently reports a move that has no proof as an answer whose p_correct is the search preference, which is not a calibrated probability, and a certified four-in-a-row win fails with HTTP 500. Treat a game answer as certified only when proof.kind is solver_certificate. The demo endpoints on this page label both cases correctly.

Limits#

  • Budgets are fixed on the server. Four in a row: depth 4, 12,000 positions per move. Reversi: depth 4 or an exact endgame search, 15,000 positions per move. Arena: 35 ticks per episode, 30 episodes per arm of a paired run.
  • Shared limits. These calls share the playground's per-address rate limit and 8 KB request cap. A request that does not finish in time returns GAME_TIMEOUT.
  • Nothing is stored. Positions come from your browser with each request. The arena's learned beliefs come back in each response as a helixor.belief_ledger.v1 snapshot and go back with the next request; closing the tab forgets them. The service logs the game, status and outcome only.