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Hacker News - Newest: "LLM"

GitHub - lechmazur/position_bias: A benchmark for testing whether LLM judges keep the same preference when two lightly edited versions of the same story are shown in opposite orders. Flex routing (EU and EFTA) Dark Factories: Retooling for LLM Velocity Ask HN: What would be the impact of a LLM output injection attack? GitHub - AronDaron/dataset-generator: No-code desktop app for generating high-quality synthetic datasets to fine-tune LLMs — plan-then-execute pipeline, LLM-as-judge, HuggingFace upload. GitHub - Oaklight/llm-rosetta: Production-ready LLM API translation layer for Python — bidirectional conversion between OpenAI, Anthropic & Google formats via hub-and-spoke IR. Optional API gateway. Streaming & non-streaming. Zero core deps. Contributions welcome! GitHub - browser-use/browser-harness: Self-healing browser harness that enables LLMs to complete any task. GitHub - moeen-mahmud/remen: Remen turns thoughts into something you can return to Analyzing 156 LLM Launch Posts on Hacker News ChatGPT vs Gemini vs Claude: The Best LLM Subscription You Should Buy GitHub - salaamalykum/quran-semantic-search: High-density RAG Semantic Search Engine & Quran Corpus (GEO/SEO Architecture) GitHub - NVIDIA/TensorRT-LLM: TensorRT LLM provides users with an easy-to-use Python API to define Large Language Models (LLMs) and supports state-of-the-art optimizations to perform inference efficiently on NVIDIA GPUs. TensorRT LLM also contains components to create Python and C++ runtimes that orchestrate the inference execution in a performant way. The State of LLM Bug Bounties in 2026 Operational Readiness Criteria for Tool-Using LLM Agents Meshcore: Architecture for a Decentralized P2P LLM Inference Network How an LLM becomes more coherent as we train it GitHub - seetrex-ai/laimark GitHub - Jossifresben/BibCrit: AI-assited biblical textual criticism GitHub - wastedcode/memex: File system based wiki, maintained by Claude 99helpers.com GitHub - cliver-project/AITrigram GitHub - unbody-io/adapt: A self-evolving memory layer for AI agents. GitHub - hb20007/awesome-gen-ai-fails: A list of incidents where reliance on generative AI and LLMs resulted in harm to companies, individuals, or society GitHub - nevenkordic/localmind: Run any local LLM with persistent memory and context. CLI agent over Ollama with SQLite-backed hybrid recall. No cloud. Ask HN: What are the machine requirements for a LLM like Llama-3.1-8B? Faster LLM Inference via Sequential Monte Carlo grpo explained: group relative policy optimization for llm finetuning - cgft Stop comparing price per million tokens: the hidden LLM API costs · TensorZero Andrej Karpathy's LLM Wiki Is a Bad Idea GitHub - GG-QandV/mnemostroma: Offline RAM-first cognitive leer/coprocessor for AI agents and robotics. Solves "Context Abandonment" with 20-80ms latency using a dual-thread biomimetic memory architecture (ONNX + SQLite WAL).
GitHub - klemenvod/TokenBrawl: A 1v1 Bomberman-style game...
__natty__ · 2026-04-16 · via Hacker News - Newest: "LLM"

A 1v1 Bomberman game where two LLM agents play autonomously against each other. No human plays — you watch the AIs fight. Each agent receives a text description of the board state, reasons about it, and outputs a move as JSON. The game engine executes it.

Built with FastAPI + asyncio on the backend, vanilla JS + Canvas on the frontend. Agents are powered by any model available on OpenRouter.

game screenshot


How the game works

  • Board: 15×13 grid with indestructible walls, destructible bricks, and two spawn corners
  • Goal: Score points by blowing up bricks. Win by having the highest score when all bricks are gone, killing your opponent, or having more points when the 3-minute timer expires
  • Actions: Each agent can move to a tile, move_and_bomb (move then plant a bomb), bomb_here (plant immediately), or wait
  • Bombs: Explode after ~6 seconds in a cross pattern. Chain reactions are supported. Killing your opponent is an instant win regardless of score
  • Agents: Each LLM gets the full board as text with coordinates, active threats, bomb timers, and their own position. They respond with a single JSON line

Agent response format

{"action": "move", "target": [7, 5], "reasoning": "Moving toward brick cluster top-center."}

Win conditions (in priority order)

  1. Opponent eliminated by explosion → instant win
  2. One player destroys majority of all bricks → win
  3. All bricks gone → higher score wins
  4. Timer expires → higher score wins; tie = draw

Project structure

bomba/
├── backend/
│   ├── main.py              # FastAPI app, WebSocket broadcast, game manager
│   ├── game/
│   │   ├── state.py         # Dataclasses: GameState, Player, Bomb, Explosion
│   │   ├── engine.py        # Tick loop, move execution, win condition checks
│   │   ├── pathfinder.py    # BFS pathfinding for agent moves
│   │   └── serializer.py    # Converts game state to text prompt for LLMs
│   └── agents/
│       └── llm_agent.py     # Async LLM agent — prompts model, queues actions
├── frontend/
│   ├── index.html           # Layout, HUD, side output panels
│   └── game.js              # Canvas renderer, WebSocket client, interpolation
├── requirements.txt
└── .env                     # Your API key (not committed)

Setup

1. Clone and install dependencies

git clone <repo-url>
cd bomba
python3 -m venv .venv
source .venv/bin/activate
pip install -r requirements.txt

2. Set your OpenRouter API key

Create a .env file in the project root:

OPENROUTER_API_KEY=your_key_here

Get a key at openrouter.ai/keys. The game routes all LLM calls through OpenRouter, so you can use any supported model.

3. Configure the models (optional)

Edit the model names in backend/main.py:

p1_model = "openai/gpt-5.4"
p2_model = "openai/gpt-5.4-mini"

Any model slug from openrouter.ai/models works. Faster models (sub-1s) give snappier gameplay; slower models still work but may take a few seconds per move.

4. Run

python3 -m uvicorn backend.main:app --port 8000

Open http://localhost:8000 and click START.


Frontend UI

  • Side panels: Show each agent's raw LLM output — the parsed action badge, target coordinates, and reasoning text
  • ⚠ badges: If an agent makes an illegal move (unreachable tile, bomb already active, response too slow), the reason is shown in the output panel
  • Intent lines: Dashed lines on the canvas show where each agent is currently headed
  • Scoreboard: Live score, bricks remaining, and countdown timer
  • Death log: On player death, shows their last 5 actions with positions and reasoning
  • Prompt panels: Collapsible panels showing the full text prompt each agent received