8.8 KiB
Commander-AI-Lab GUI + LLM Opponents Roadmap
Project Summary
Build a playable Magic: The Gathering Commander interface where human players face AI opponents powered by a local LLM. The existing Python rules engine handles game legality and state management, while the LLM acts as the decision-making and narration brain for each AI opponent. A Pygame (or web-based) GUI renders the battlefield, zones, and card interactions. Each AI opponent gets a unique personality prompt to simulate different playstyles (aggro, control, combo, politics).
Local LLM: GPT-OSS 20B (Q4_K_M) via Ollama or LM Studio
GUI Strategy: Two-Phase Frontend Plan
Phase A (Prototype) — Pygame
Use Pygame for Phases 1–3 of development. Pure Python means the rules engine and AI opponent code plug in directly with zero bridging. Fast to iterate — a working battlefield renderer can be built in a day. Handles game loop, input events, and card rendering naturally. Ideal for testing AI decisions visually before investing in a polished UI.
Phase B (Production) — Flask/FastAPI + Web Frontend
Once the core AI gameplay is working, migrate the UI to a Flask or FastAPI backend + HTML/JS frontend (vanilla JS or React). Benefits:
- Far more polished look for a Commander game
- Card art from Scryfall API renders natively in browser
- Easier to add multiplayer later via WebSockets
- Python backend stays pure — frontend calls it via REST API
- No Python/JS bridge complexity; clean separation of concerns
GUI Framework Comparison
| Option | Language | Curve | Best For | Weakness |
|---|---|---|---|---|
| Pygame ✅ Phase A | Python | Low | Quick prototype, game loops | Dated UI, manual widgets |
| Flask + HTML/JS ✅ Phase B | Python + JS | Medium | Polished UI, browser-based | JS context switch |
| PyQt6 / PySide6 | Python | Medium | Desktop app widgets | Verbose, overkill for a game |
| Godot | GDScript | Medium | Full game engine, animations | Separate codebase from engine |
| Electron + Python | JS + Python | High | Desktop with web UI | Heavy, complex bridge |
| Tkinter | Python | Low | Simple UI | Very dated look |
Architecture Overview
Game State (Python dict/dataclass)
↓
Legal Moves Generator (rules engine)
↓
LLM Prompt: "Given this state and these legal moves, what do you do?"
↓ (GPT-OSS 20B Q4_K_M)
LLM Response → parsed action
↓
Rules Engine executes + validates
↓
GUI updates board state (Pygame → Web)
Task List
Phase 1 — Game State Serialization
- Define a compressed game state schema (Python dataclass or dict) covering: hand, battlefield, graveyard, exile, stack, life totals, commander zone, mana pool
- Write a
state_to_prompt()function that converts game state to a compact LLM-readable string - Write a
legal_moves_to_prompt()function that lists valid actions in numbered format for LLM selection - Add a state snapshot logger for debugging AI decisions
Phase 2 — LLM AI Opponent Integration
- Load GPT-OSS 20B (Q4_K_M) in Ollama or LM Studio; verify inference speed on RTX 5070 Ti
- Benchmark VRAM usage for GPT-OSS 20B Q4_K_M (expected ~12–14 GB VRAM at Q4_K_M quantization)
- Build
AIOpponentclass with fields: name, personality_prompt, model_endpoint, deck - Implement
decide_action(game_state, legal_moves)method — sends prompt to GPT-OSS 20B, parses LLM response, returns validated action index - Add fallback logic: if LLM returns invalid/unparseable action, default to highest-priority heuristic move
- Write personality prompt templates (Aggro Timmy, Control Spike, Combo Johnny, Political Negotiator)
- Add narration method:
narrate_play(action)— GPT-OSS 20B generates in-character flavor text for each play - Tune system prompt length to stay within GPT-OSS 20B context window limits
Phase 3 — Multi-Player Turn Management
- Implement turn queue: Player → AI1 → AI2 → AI3 → repeat
- Run AI decisions asynchronously (threading or asyncio) so GUI stays responsive during LLM inference
- Add priority-passing logic for instants/triggers during other players' turns
- Implement basic AI threat assessment: each AI scores opponents by board state danger level
Phase 4 — Pygame Prototype GUI
- Design zone layout: hand, battlefield (creature/non-creature split), graveyard, exile, command zone, stack
- Build card rendering: card art placeholder, name, P/T or loyalty, tapped/untapped state
- Add click-to-play card interaction for human player
- Display AI narration/flavor text in a side panel
- Add life total trackers and commander damage matrix (4-player)
- Build phase/step indicator (Main 1, Combat, Main 2, etc.)
- Add end-of-game screen with win condition display
Phase 5 — Web Frontend Migration (Flask/FastAPI + HTML/JS)
- Set up Flask or FastAPI backend exposing game state as REST API
- Build HTML/JS board layout mirroring Pygame zone design
- Integrate Scryfall API for card art rendering
- Add WebSocket support for real-time game state updates
- Add drag-and-drop card interaction
- Port AI narration panel to web chat-style UI
- Test full game loop end-to-end on web frontend
Phase 6 — Politics & Table Talk (Stretch Goal)
- Implement inter-AI negotiation: before attacking, AI queries GPT-OSS 20B "should I propose a deal?"
- Build deal proposal UI: AI proposes, human can accept/decline, other AIs respond
- Add threat-based targeting memory: AIs remember who attacked them last turn
Phase 7 — Testing & Tuning
- Run 10 full simulated games (4 AI vs AI) and log decision quality
- Benchmark GPT-OSS 20B Q4_K_M inference time per decision on RTX 5070 Ti
- Tune context window compression to stay within model token limits
- Profile Pygame and web render loops for stability during AI thinking phases
- Add unit tests for
state_to_prompt()anddecide_action()parsing
Phase 8 — Multiplayer (Human vs Human + AI)
- Lobby system — create/join game rooms with configurable seat count (2–4 players); assign each seat as Human or AI
- WebSocket game server — upgrade Flask/FastAPI backend to handle persistent connections for real-time state sync across multiple browser clients
- Player session management — unique session tokens per human player; reconnect support if connection drops mid-game
- Private hand views — each human player sees only their own hand; other hands shown as face-down card backs
- Turn notification system — alert active player when it's their turn (browser notification or in-page indicator)
- Action broadcast — all players see each action played in real-time (card played, attack declared, ability activated) via WebSocket push
- Mixed lobby support — allow any combination of human and AI seats (e.g., 2 humans + 2 AIs, or 1 human + 3 AIs)
- Spectator mode — allow observers to watch a game without participating; full board visible, no hand info
- Local LAN play — host game server on local network so friends can connect via browser on the same Wi-Fi (no internet required)
- Optional: Remote play — expose server via ngrok or Tailscale for play over the internet without full deployment
- Multiplayer AI pacing — add configurable AI decision delay (e.g., 1–3 sec) so human players can follow AI turns without them resolving instantly
- Chat panel — in-game text chat between human players; AI opponents can optionally post narration lines into the same channel
- End-of-game summary — show full game recap (turns played, damage dealt, commanders cast count) visible to all players after win condition met
Tech Stack
| Component | Choice | Notes |
|---|---|---|
| GUI (Prototype) | Pygame | Pure Python, fast iteration |
| GUI (Production) | Flask/FastAPI + HTML/JS | Polished, browser-based |
| Multiplayer | WebSockets (Flask-SocketIO) | Real-time state sync across clients |
| LLM Backend | Ollama or LM Studio | Serves GPT-OSS 20B locally |
| Model | GPT-OSS 20B (Q4_K_M) | ~12–14 GB VRAM, strong reasoning |
| Game State | Python dataclass | Structured, easy to serialize |
| Async | asyncio / threading | Keep GUI responsive during inference |
| Card Data | Scryfall API | Free MTG card data + art |
| LAN Hosting | Local network / ngrok | No deployment needed for local play |
GPT-OSS 20B Q4_K_M Notes
- Q4_K_M quantization balances quality and speed well for a 20B model
- Expected VRAM: ~12–14 GB on RTX 5070 Ti (16 GB VRAM) — fits comfortably
- Stronger reasoning than 7B models — better for multi-step MTG decision making
- Slower inference than smaller models — async handling is essential so GUI doesn't block
- System prompt + game state should be kept under ~3000 tokens to maintain fast response times