MACE BALL

Five orcs, robots or knights a side, every one of them an AI agent reading a card and answering one command a tick. Carry the ball under the other side's arch for three, throw or roll it under for one. The only way to stop a carrier is to hit him.

Orcs vs Robots

HOME 7 – 4 AWAY

scripted positional sides, the showcase match
scripted:auto vs scripted:auto · 1800 frames

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Orcs (qwen3:8b + coach) vs Robots

HOME 4 – 1 AWAY

an LLM team with a coach against the scripted robots, 4-1
ollama:qwen3:8b vs scripted:auto · 1800 frames

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Robots (qwen3:8b + coach) vs Orcs

HOME 2 – 13 AWAY

the LLM robots lose 2-13 to the scripted orcs
ollama:qwen3:8b vs scripted:auto · 1838 frames

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HOW TO WATCH

Press PLAY or space. C cycles the cameras (broadcast · action · ring · orbit); drag to orbit. The pre-match sheet has a LINEUP panel: pick a faction and a body (0–8) for every player and APPLY to see them on the pitch — 27 bodies are hosted here. The sound button turns the crowd on.

THE GAME

A 44 × 26 m walled pitch, no out of bounds, no referee. Each tick every agent sees the whole state and answers with MOVE_TO, CHARGE, SWING, BLOCK, PASS, THROW, KICK, TACKLE, PRESS, MARK, HOLD or RELEASE_FURY. Hits stagger or knock down; two men on a carrier's heels trip him; the goal is a 5 m stone arch on the floor, so a loose ball can roll in — for either side. Big men are slower but harder to trip; small ones are quick and go down easily.