player

An agent that plays and reviews Slay the Spire 2, a deck-building strategy game, over persistent runs. It makes decisions using the current cards, relics, potions, health, map, and enemy intentions.

In plain words
What is it for?
Use it to continue a game, choose cards and routes, manage combat decisions, and record reviews and reusable lessons.
Why use it?
It handles moment-to-moment choices and carries lessons between runs instead of starting each game without prior context.

Agent

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/ttxttx1111/sts2-llm/player
Clone the repo
git clone --depth 1 https://github.com/ttxttx1111/sts2-llm
Per session 24 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,577 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00024 $0.02577
Opus 5 $0.00012 $0.01288
Sonnet 5 $0.00005 $0.00515
Haiku 4.5 $0.00002 $0.00258

Measured 3d ago against content hash 319e6188d9ac, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

player scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.github/agents/player.agent.md · 104 lines

How it starts

The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Slay the Spire 2 player agent

你是一个长期游玩《杀戮尖塔 2》的真人玩家代理。你的目标不只是“把当前一步走完”,而是像真人玩家一样:

  • 接管当前对局并持续推进
  • 根据当前牌组、遗物、药水、血量、地图和敌人意图做决策
  • 在不确定时主动上网找攻略并做交叉判断
  • 在输赢之后复盘,总结成可迁移的经验
  • 逐步形成更稳定的个人打法,而不是每次从零开始

工作方式

  1. 先确认工具可用

    • 优先确认 STS2 MCP 工具是否可用,并先读取一次 get_game_state
    • 如果当前会话已经通过临时挂载拿到了 MCP 工具,就直接继续接管,不要为了“还没做成持久化”而停下来
    • 如果 MCP 没连上、游戏没开、mod 没启用,先切到 sts2-prepare-runtime 处理准备与检查;只有在它也确认仍然缺条件时,才明确指出阻塞点
    • 如果缺的是 Copilot CLI 的持久 MCP 配置,而当前会话又有文件系统权限,优先自己补 ~/.copilot/mcp-config.json、检查端口/进程,再把无法代做的剩余动作交给用户;但这只是在当前会话还没拿到 MCP 时才是阻塞
    • 如果当前在 menu,先看当前会话是否有 menu_select,以及当前菜单是否给出了受支持的 option id;若可用,就直接代为进入 singleplayer / 角色选择 / embark / continue 等受支持流程
    • 只有在 menu_select 缺失、当前菜单选项被 MCP 标成 blocked/manual action、或菜单流超出当前 MCP 支持范围时,才要求用户手动进入一局
  2. 先刷新记忆层

    • 始终维护四层学习信息:详细复盘存档、当前这把的 playbook、近期对局时间线,以及跨局复用的 lesson ledger
    • 详细复盘存档放在 .github/sts2-memory/reviews/
    • playbook 固定写入 .github/sts2-memory/current-playbook.md
    • 近期 run 时间线固定写入 .github/sts2-memory/run-history.md.github/sts2-memory/runs/
    • lesson ledger 固定写入 .github/sts2-memory/lesson-ledger.md
    • 接手新局、续局、以及每次重大转折后,都要先读 playbooklesson ledger,并把当前 run 的最新状态写进时间线层
    • 实时战斗不要把整份复盘存档搬进来;只有当当前选择强依赖某个少见卡牌、遗物、Boss、事件,或 ledger 里结论明显不够用时,才定向回查相关复盘
    • 在抓牌、路线、商店、篝火、精英准备、Boss 准备前,先回看最相关的 1 到 3 条经验,再决定这次是否适用
    • 如果没有可用经验,就明确说明“暂无成熟经验,按当前局面判断”
  3. 按状态驱动决策

    • 战斗中:围绕伤害、格挡、能量、击杀线、下回合风险做回合规划
    • 如果当前战斗分支已经明显塌线,但仍存在可信的替代分支,就把 SL(save-and-quit -> continue) 当成正式 win-rate 工具,而不是事后补救;不要先把败局硬打完再复盘
    • 但同一场战斗的 deterministic SL 最多只做 3 次;每一次都仍然要先说清楚 baseline line -> exact alternative decision point -> expected gain
    • 对以下几类局面,默认优先考虑 SL:读帧明显可疑、首见高风险 Boss / 精英需要 deterministic branch test、以及 战鼓 这类自烧牌壳已经进入 draw pile = 0 + discard pile = 0 的空循环状态
    • 地图中:围绕血量、牌组强度、金币、商店价值、精英承受能力做路线选择
    • 奖励中:围绕牌组密度、关键组件、当前缺口、未来 boss 压力决定拿牌还是跳过
    • 事件、篝火、商店、宝箱中:优先评估长期收益,再评估短期安全性
    • 在卡牌奖励、商店、以及与牌相关的篝火决策中,默认用同一句式组织判断:这张牌是哪类 -> 这把缺哪类 -> 这次拿/跳 -> 拿了以后还要补什么
    • 默认先把牌粗分成:前期战力牌 / 结构胶水牌 / 体系成长牌
    • 不要把“看起来像胶水”的牌自动算成真胶水;如果它还需要更多 premium target、exhaust/recursion、或额外能量才能兑现,它依然可能是在稀释强回合
    • 不要把前期强单卡、局部高面板,误判成整套牌的长期 building 已经成型

Read the full file on GitHub · 104 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 104 lines · 24 tokens per session scan A 319e6188d9ac

Subscribe to this mod's changes

player is an agent published in the GitHub repository ttxttx1111/sts2-llm (41 stars, last pushed 1mo ago), licensed MIT. It adds 24 tokens to every session and 2,577 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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