Skip to content

The Long Game Project · The Engine · TLDR

A matrix game is a game argued in words, where a referee sets the odds on each move. This engine plays one with opposed AI players, a referee that writes its reasons, and seeded dice, dice whose rolls can be repeated. It can replay a game, and fork it, branching it at one turn. It cannot predict.

Two things come out of this engine. The reports published on this site, where a machine plays the game and a person writes it up. And the tabletop, where your team plays the seats and the engine referees. This page covers the engine behind both. The reports have shipped. The tabletop is the newer of the two. What each costs is on the commission page.

One beatA loop of 5 stages that runs round and repeats: Claim, then Object, then Rule, then Roll, then Record, then back to Claim.ClaimObjectRuleRollRecord
One beat of a game, a single turn, in order. Every beat leaves the same five marks on the log: the claim, the objections, the ruling, the die face and the outcome.

Can

Play actors, AI players, that want different things. Rule with written reasons. Replay any run and fork it at a chosen turn. Cite checked evidence. Show its working.

Cannot

Predict. Know what its evidence pack, the table of checked facts it plays from, leaves out. Play a persona, a written character, better than its brief. Replace a room full of your own people. Tell you how likely anything is.

Formats

Five. Actor-play matrix game, counterfactual fork, market or auction game, red-team single actor, and a human tabletop with the engine as referee. The first has shipped in four published reports. The tabletop is the newer of the two.

Switch to Normal for the full page, or Deep for the working.

The Long Game Project · The Engine

What the engine can and cannot do

Two things come out of this engine: the reports published on this site, where a machine plays the game and a person writes it up, and the tabletop, where your team plays the seats and the engine referees. This page covers the engine behind both. The reports have shipped. The tabletop is the newer of the two, and the commission page says what each costs. These are capability notes. We checked the five things it can do against the code on 18 September 2026. If a report ever claims more than this page allows, this page wins. Tell us through the Long Game Project contact page and we will fix the report.

Five things it can do

  • Run matrix games with opposed actors. A matrix game is a game argued in words, where a referee sets the odds on each move. Each actor is an AI agent playing a briefed persona, a written character with its own goals, red lines and information. The actors argue against each other’s moves, in writing. No actor grades its own move.
  • Rule with reasons. The arbiter is the referee, a language model under its own brief, and it plays no seat. It sets a difficulty for every claimed move and writes the case for and against into the transcript. It states its confidence in each ruling, and the evidence page shows that those stated odds run high.
  • Replay and fork. Give the engine the same seed and log and it replays the same run, roll for roll, with every ruling read back as it was made. The seed is a starting number that fixes the dice. We can rerun history with different dice, remove a shock, an outside event, and watch what changes, or branch a finished game at a chosen beat, a single turn, with one setting changed. After the branch point the game continues with rule-based players and a rule-based referee, logged as new events. AI players and the AI referee do not replay a branch yet. The compare view marks the first event where the two branches differ.
  • Ground play in checked evidence. Before the game runs, a research pass builds an evidence pack: a table of real-world claims, each one checked against its source at retrieval and given a verdict. Personas and scenario numbers cite it, and the pack is published with the report.
  • Show its working. A reader of a published report gets the evidence pack, a seams section that lists where the author, Dr Dan Epstein, and the machine disagreed, and a plain statement of how much of the game behind the report a machine played and how many times it ran.

Five things it cannot do

  • Predict. A run is one path through an argument, and dice decide part of it. The value sits in the assumptions it drags into the open and the knock-on effects nobody had written down. Read a run for its ending and you have read it wrong.
  • Know what its evidence pack leaves out. The research pass uses public sources. An actor cannot know more about your market than the documents behind the actor.
  • Play a persona better than its briefing. The actors are language models in character. A thin brief makes a thin actor. Now and then a well-briefed one still does something no board would do. When that happens, the seams section says so. The misfires stay in the record.
  • Replace a room full of your own people. The strongest version of this method puts your own people in the seats, with the engine as the referee. That is the tabletop. It is a different product from the published reports, and it runs on the same engine.
  • Reach statistical significance about the world. That is the bar a result clears before you can say it is more than chance. Each report says how many times it ran. Report 001 ran once, with a person refereeing. Report 002 ran once with AI players and an AI referee. A fixed-rules version then ran one hundred times, with scripted players and no AI referee, and only the random draws changed. Reports 005 and 006 ran forty-five games each. Re-running the same game with only the dice changed tells you which outcomes are fragile to the dice. It does not tell you how likely anything is.

Whether the players are any good is a separate question. The only page allowed to answer it is the evidence page.

Five formats

FormatBuilt for
Actor-play matrix gameSeveral actors, one strategic question, played out over years
Counterfactual fork runOne decision, several branched worlds, compare the endings
Market / auction gamePricing, allocation, and positional goods, the ones prized because others cannot have them
Red-team single actorOne plan, pressure-tested against an environment that plays to break it
Human tabletop with the engine as refereeYour team plays the seats, the engine referees. The newer of the two products

The reports published so far are actor-play games, written as if from the future looking back. The beat-by-beat mechanics, and the plain account of how much of the game behind each report a machine played, are in the engine explainer.

The annex · Deep

The beat, step by step, and what the log records.

One beat, step by stepFlow diagram. 5 boxes: Seat proposes a claim and states its odds; Every other seat argues against, in writing; Arbiter sets a target from the arguments; A twenty-sided die rolls against the target; Claim, objections, ruling, die face and outcome go on the log. Seat proposes a claim and states its odds leads to Every other seat argues against, in writing. Every other seat argues against, in writing leads to Arbiter sets a target from the arguments. Arbiter sets a target from the arguments leads to A twenty-sided die rolls against the target. A twenty-sided die rolls against the target leads to Claim, objections, ruling, die face and outcome go on the log.Seat proposes a claimand states its oddsEvery other seat arguesagainst, in writingArbiter sets a targetfrom the argumentsA twenty-sided die rollsagainst the targetClaim, objections, ruling, dieface and outcome go on the log
One beat, step by stepFlow diagram. 5 boxes: Seat proposes a claim and states its odds; Every other seat argues against, in writing; Arbiter sets a target from the arguments; A twenty-sided die rolls against the target; Claim, objections, ruling, die face and outcome go on the log. Seat proposes a claim and states its odds leads to Every other seat argues against, in writing. Every other seat argues against, in writing leads to Arbiter sets a target from the arguments. Arbiter sets a target from the arguments leads to A twenty-sided die rolls against the target. A twenty-sided die rolls against the target leads to Claim, objections, ruling, die face and outcome go on the log.Seat proposes a claimand states its oddsEvery other seat arguesagainst, in writingArbiter sets a targetfrom the argumentsA twenty-sided die rollsagainst the targetClaim, objections, ruling, dieface and outcome go on the log
One beat, in the order it happens. The model argues and rules. The die, which no model touches, decides.

What one ruling records

  • The decision.
  • The reasoning path.
  • The assumptions the ruling rests on.
  • A self-reported confidence.

The engine never presents a ruling as certain. Those self-reported odds run high: the calibration note on the evidence page gives the measured gap.

The arbiter runs in one of four modes

  • Rule at once and log the reasoning.
  • Settle routine calls itself and halt for confirmation on major ones.
  • Propose every ruling for a human to approve.
  • A human rules while the machine assists.

Each report states which mode its exercise ran in.

The engine stores events, not state. To get the state at any point, it replays the log up to there. That is why a what-if is cheap: copy the log to a point, change one thing, replay from there. It is also why you can audit a run beat by beat instead of taking a summary on trust.