OpenAI WebMCP ChallengeSleepless KingdomJudge briefing

OpenAI-WebMCP-Challenge / Judge guide

See the world move.
See the Agent return.

A judge-first path through Sleepless Kingdom and our Re-entry vision: one persistent world, one meaningful signal, and a return to the work that already has context.

01Two players · one shared world · a bounded return to context.
LIVE WORLD / SIGNAL TRACEWORLD TIME 042
SIGNAL READYCOALESCED
CargoLostToMonster

Read the latest shelter state before choosing the next bounded step.

same contextfresh readshuman boundary
01 Persistent world02 Causal events03 Contextual re-entry04 Human consequence

START HERE / FOUR MOVES

The shortest route from setup to proof.

Follow this order when you are judging the submission. It separates the connector and consent setup from the game story, so every visible step has a clear purpose.

01LOCAL CONNECTOR

Install the bridge

On the Mac where Codex should return, install the current preview CLI. Use Node 24+ and keep the package README beside you for its compatibility note.

npx --yes @4xeoz/re-entry installOpen the install guide
02MANIFEST → CONSENT

Get the signed Manifest

In the Host flow, create the signed Manifest, review what the later return may do, approve the connected Mac, and keep the opaque binding on the Host.

Read the Host SDK flow
03CANONICAL GAME PAGE

Open one shared world

Sign in as a demo player, keep the second player visible, and read the shelter, mission, and world-time panels before choosing a mission.

Open Sleepless Kingdom
04OBSERVE → RETURN

Leave one clear trace

Assign a gatherer to Wood or Rock, leave the page, and let the world continue. A meaningful event becomes one bounded signal; the Agent rereads current state before acting.

Connector package and external Agent activation are preview boundaries; use the linked README and the final hosted rehearsal to confirm the exact release before judging.

THE RE-ENTRY VISION

When the page closes, the work stays alive.

Web apps usually stop at the page boundary. Our design keeps the business event on the server, carries only the useful context across the gap, and gives the Agent a safe way back into the page that owns the work.

THE PROBLEM

Context disappears between turns.

Background work continues, but a new session has to rediscover what happened and what is safe.

THE MECHANISM

Event → signal → fresh page read.

Durable domain events are coalesced into one bounded signal; the Agent rereads current state before action.

THE ADVANTAGE

Useful autonomy with a visible boundary.

The server keeps authority, the Agent gets the right context, and the player keeps consequential choices.

business eventcoalesced signalexisting Agent taskfresh WebMCP reads

WATCH THE STORY

See the idea before you inspect the details.

This short video is the fast orientation. The rest of this page gives the exact judge path, boundaries, and links needed to reproduce the meaningful parts.

REENTRY × OPENAI

A return path for work that outlives a browser turn.

Keep the video open while you follow the four setup moves above, then use the game path below to see the same idea inside a living world.

Open on YouTube ↗

ONE CAUSAL CHAIN

The notification is a bridge, not a second game.

The Game remains authoritative. Re-entry Core carries verified context across the gap, so the Agent can return without turning every backend event into a message.

01GameWorld state changes
02Event logWhy it happened
03Re-entry signalOne bounded wake
04Existing Agent taskSame context
05WebMCP pageFresh reads first

THE GAME PATH / THREE MINUTES

Follow one soldier through a world that does not pause.

This is the smallest meaningful game story: create a mission, leave the page, return to a changed world, and let the Agent decide from current evidence.

  1. 01

    Start at the shelter

    Human view

    Read the server-owned snapshot: shelter, soldiers, nearby resources, and world time.

  2. 02

    Give one soldier a job

    One clear choice

    Assign a gatherer to Wood or Rock. The role fixes the tool, route, and return rule.

  3. 03

    Let the world move

    Persistent world

    Leave the page. The server keeps advancing the world, moving the soldier, and recording change.

  4. 04

    Read the cause

    Causal event

    A seeded monster encounter can destroy exposed cargo. The event history keeps the why visible.

  5. 05

    Watch the Agent return

    Re-entry

    One coalesced signal points the Agent back to the same context. It reads fresh state before deciding.

Need the controls, roles, and Agent prompt in one place?

Open the gameplay guide

MORE RE-ENTRY SURFACES

Explore the SDK Playground.

This small surface lets a judge see that Re-entry is a reusable continuity pattern, not a game-only trick. Click the image to enter the playground.

A focused external surface for testing the Re-entry loop.

THE PAGE SURFACE

Read first. Decide second. Act inside the rules.

The Agent sees a small, purposeful tool surface. Each result is scoped to the signed-in player and checked against the latest server revision.

CANONICAL GAME PAGESCOPED TO PLAYER
inspect_shelter_stateRead

Current shelter, coins, resources, and world time.

inspect_client_snapshotRead

The player-scoped snapshot used by the page.

inspect_missionsRead

Role, route, cargo, risk, and next mission state.

inspect_mission_historyRead

The bounded causal record behind the signal.

force_recall_soldierAction

A server-checked recall when the live revision permits it.

Unknown scope → typed rejectionStale revision → rereadNo action → valid outcome

WHO IS IN CONTROL

Useful autonomy with visible limits.

Re-entry is valuable because the Agent can make sense of a changed world. It stays trustworthy because each layer keeps a narrow responsibility.

01

The server owns truth

World time, position, mission state, cargo, combat, settlement, and player scope stay on the Game server.

02

The Agent gets context

The Agent receives a bounded signal and rereads the authenticated page. It may choose a safe action or do nothing.

03

The player keeps consequence

Migration, siege, upgrades, and other consequential choices remain visible human decisions with normal server checks.

OPTIONAL AGENT PROMPT

Give the Agent a question, not a script.

Start with a read-only question. Keep the consequence boundary visible while the Agent rebuilds context.

SAFE FIRST READNO COMMAND YET

Read the current shelter state, inspect recent mission history and the latest re-entry event, then explain whether recalling a soldier is safe. Do not issue a consequential command without human confirmation.