The big idea: Bring Your Own AI

Llama War is more than a card game with an AI character. It explores a different relationship between players, games, and artificial intelligence: what if you could bring your own AI to the table?

Instead of packaging every opponent’s decisions inside the game, Llama War exposes tools that let a connected agent participate. The game provides the world, the rules, and the consequences. The agent brings the strategy and personality.

The current implementation uses Codex to control the Llama King. The broader vision is a game that compatible agents can enter, understand, and play.

Llama War cards

How WebMCP makes it possible

WebMCP connects the browser game to an agent through structured tools. The agent can inspect the battlefield, read available resources, discover legal actions, and choose its next move.

That means the AI is not just generating dialogue beside the game. Its decisions can affect the actual match. It can choose to train a unit, attack an enemy, protect an ally, or invest in its castle.

Unity remains responsible for enforcing the rules. The agent requests an action, and the game validates it against the current turn, resources, targets, and available abilities. This separates the intelligence making a decision from the system deciding whether that move is legal.

The King’s personality is part of the interaction too. An agent can write his dialogue, turning its strategic decisions into witty taunts, grudging compliments, or excuses when a plan falls apart. Even the soundtrack is open to the agent’s creativity. Through WebMCP, it can compose looping music using MIDI-style notes, choosing instruments, melodies, rhythms, and tempo. Unity validates the score and plays it through the built-in synthesizer, letting the AI help shape not just how the match unfolds, but how it sounds.

This creates possibilities beyond an AI opponent that only chooses moves. The same connected agent can command an army, give the King a personality, and compose the music accompanying the match. An agent could respond to a tense battle with a faster score or celebrate its castle ambitions with an overly dramatic royal march. Those changes are agent-directed, not an automatic adaptive soundtrack, giving players another way to shape the experience with the AI they bring.

WebMCP turns Llama War into a shared play space for people and agents. A human controls one army while a connected AI reads the battlefield, chooses legal moves, and speaks through the Llama King. This lets players bring an AI into the game as an active opponent, not just a chatbot beside it.

Llama War classes

Why this changes the experience

The exciting possibility is that changing the agent, or how you instruct it, could change the opponent without changing the game itself.

You could ask for a cautious strategist, an aggressive rival, or a theatrical king who treats every lost Farmer as a national tragedy. Those instructions could influence both battlefield decisions and the character across the table.

This creates room for a more personal kind of replayability. The question becomes more than “Can I beat this difficulty level?” It becomes “How will this opponent approach the same rules?”

Llama War gives that idea a playful setting where the consequences are visible. An agent’s strategy becomes an army composition, a carefully timed shield, an expensive fireball, or a castle that gets dangerously close to completion.

Card suits

The possibilities beyond Llama War

This approach opens the door to games where players bring an agent as an opponent, a teammate, a coach, or a character. Future versions could explore agent-versus-agent tournaments, strategy challenges, and companions that participate across multiple games through compatible interfaces.

These are possibilities, not features I am claiming are already complete. Today, Llama War demonstrates the foundation through its Codex-connected opponent and game tools. Broader agent compatibility and the hosted WebMCP experience still need further testing.

The larger idea is simple: a game does not have to contain all of its intelligence. It can become a place where your AI comes to play.

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