π Pulls & wipes
A pull is one attempt at the fight. Pull 1 opens when the run starts; every wipe closes the current pull, and the next pull opens with the repair. A wipe is a real failed gate β one of exactly these recorded events:
- A verification stage fails for real β a
FAILorWOBBLEtransition that drops the machine back to fixing. - A test run stays red where green was required(the implement and refactor steps). The test-writing stepβs red run is expected β that one is never a wipe.
- The coding agent itself fails its task.
- A turn contract checkfails β an agentβs input or output was empty, malformed, or a refusal. Transport success is not task success; a check failure is a wipe like any other.
One mistake is one wipe: consecutive failure triggers inside the same step (say, the agent fails and its test run then fails) merge into a single wipe.
The repair is real
After a wipe, the Fix & Resume turn (flavor: the Field Medic) runs a real repair: the coding agent receives the actual failure output of the stage that wiped β the real test log, the real judge verdict β fixes the real cause in the workspace, and commits the fix. The run then resumes exactly the stage that wiped. Both the failure and the fix stay on the record; neither is ever erased.
How a pull ends
- Cleared β the run reached completion.
- In progress β the run is still writing its transcript.
- Abandoned β the transcript went silent without completing; the game says so instead of pretending the fight is still on.