🧰 Toolbox

πŸ’€ 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 FAIL or WOBBLE transition that drops the machine back to fixing.
  • A test run stays red where green was required(the implement and refactor steps). The test-writing step’s red run is expected β€” that one is never a wipe.
  • The coding agent itself fails its task.
  • A turn contract checkfails β€” an agent’s 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.