Riddle Duel
A real riddle game session with 105 original riddles, fuzzy matching, and hint-penalty scoring
A real, playable grid-based naval fleet-hunting game with a random-then-hunt AI opponent
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gameauto_place_fleetfireai_moveget_valid_movesrenderfleet_statusfleet_statusFleet Battle is a real, stateless, playable grid-based naval fleet-hunting game on a 10x10 grid. new_game starts a fresh game (single_player vs AI, or two_player). place_fleet validates and places one side's exact fleet (Carrier-5, Cruiser-4, Submarine-3, Frigate-3, Destroyer-2); auto_place_fleet does it randomly. fire fires one shot at a coordinate like 'B4' and reports hit/miss/sunk plus win detection. ai_move picks the AI's next shot using a real random-then-hunt algorithm (checkerboard-parity search, then hunting a hit's neighbors) without applying it. get_valid_moves lists untried target cells, fleet_status gives a per-ship summary, and render(viewer=...) gives the player-safe fog-of-war view — always used instead of the raw state, since both fleets necessarily live in the single stateless game state. Keyless; fully local; zero upstream calls; nothing stored.
Sources: An original, hand-built game engine: full placement validation, hit/miss/sunk/win detection, and a random-then-hunt AI opponent. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
8 tools, grouped by job. Every one is read-only or compute-only.
https://battleshipgame.connectorbay.com/mcpA real riddle game session with 105 original riddles, fuzzy matching, and hint-penalty scoring
A real 'who owns the zebra'-style logic-grid puzzle with a proven unique solution
A real number-theory quiz: primes, factorization, Fibonacci, GCD/LCM and perfect numbers
A real, playable single-player card game — real adjacency rule, real combo scoring
A real, playable single-player card game — real coverage rules, pairs summing to 13
A real, playable single-player card game — 1/2/4-suit modes, real same-suit-run rule
A real, playable grid-based naval fleet-hunting game your assistant can run right inside the conversation — not a rules explainer. Place a fleet, then take turns firing at hidden coordinates until every enemy ship is sunk. An original implementation of the classic grid battle concept.
new_game starts a fresh game (single_player, vs a real AI opponent, or two_player, where you
manage both human sides). The fleet is fixed: Carrier (5), Cruiser (4), Submarine (3), Frigate (3),
Destroyer (2). place_fleet validates and places one side's exact ships at chosen coordinates and
orientations (in-bounds, no overlaps); auto_place_fleet does it randomly as a quick-start. Once
every required fleet is placed, the phase becomes "battle" and players alternate fire(shooter,
target, coord) — coordinates are letter+number like "B4". get_valid_moves lists untried target
cells, fleet_status gives a per-ship hit/sunk summary, and render(viewer=...) gives the
player-safe view.
ai_move (single_player mode) chooses the AI's next shot with a real random-then-hunt algorithm:
checkerboard-parity random search (sound because every ship is at least 2 cells long) until it
lands a hit, then hunting the hit's immediate neighbors until that ship sinks, then resuming
random search. It doesn't apply the shot — pass its coordinate to fire to actually play it.
There is no server-side session. Every tool takes the full game state (a JSON object) and returns
the new one — your assistant carries that object forward between calls. Because there's nowhere
else for ship positions to live in a fully stateless design, both players' fleets are visible in
the raw state your assistant holds, even for the opponent's board. The game only works if the
assistant keeps that secret: always render the game with render(state, viewer=<that player>),
which shows a player their own fleet but only hits/misses (never un-hit ships) on the enemy's
board — never show either player the raw state.
An original implementation of the generic grid-based ship-hunting game concept — not affiliated with, and never named after, any trademarked board game. Not a general board-game reference — just one real, correct engine plus an opponent, fully local and stateless.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Fleet Battle is. Fleet Battle is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real grid-based naval fleet-hunting game — validating fleet placement, firing, and hit/miss/sunk/win detection. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (both sides' ship positions, shots fired, and turn/phase), a fleet placement, or a firing coordinate — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.
Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Fleet Battle is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the Fleet Battle connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://battleshipgame.connectorbay.com/mcphttps://battleshipgame.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Fleet Battle never asks for them.