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Fleet Battle

A real, playable grid-based naval fleet-hunting game with a random-then-hunt AI opponent

Unify Dynamics LLC

Tools8read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

Let's play a naval fleet battle
Tools called
new_game
Place my fleet randomly
Tools called
auto_place_fleet
Fire at B4
Tools called
fire
What's the AI's move?
Tools called
ai_move
What cells haven't I tried on their board?
Tools called
get_valid_moves
Show me the board
Tools called
render
How many of my ships are left?
Tools called
fleet_status
Is their carrier sunk yet?
Tools called
fleet_status

About

Fleet 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.

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

8 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Set Up3 tools
  • New gameStarts a fresh game in the placement phase and returns its initial state.
  • Place fleetValidates and places one player's full fleet (in-bounds, no overlaps, exact fleet composition).
  • Auto place fleetRandomly places a full, valid, non-overlapping fleet for `player` — a quick-start alternative to place_fleet.
Play4 tools
  • FireFires one shot.
  • Get valid movesLists coordinates on `target`'s board that haven't been fired on yet; empty outside the battle phase.
  • RenderThe player-safe view for `viewer`: their own fleet board (ships visible) and a fog-of-war view of the opponent's waters (hits/misses only, no…
  • Fleet statusA quick summary of one player's fleet: each ship's name, length, hit count, sunk flag, and how many ships remain afloat.
AI Opponent1 tools
  • Ai moveChooses the AI's (p2's) next firing coordinate against p1's board using a real random-then-hunt algorithm — checkerboard-parity random search…

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://battleshipgame.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

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What Fleet Battle is for

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.

What it does

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.

How state works, and a critical secrecy note

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.

What it is not

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.

Privacy policy

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Fleet Battle — Privacy Policy

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.

Terms of service

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Fleet Battle — Terms of Service

Effective 27 September 2026. These terms govern use of the Fleet Battle connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Fleet Battle runs a real, stateless grid-based naval fleet-hunting game: fleet placement validation, firing, hit/miss/sunk/win detection, and an AI opponent, accessed through an AI assistant or directly over MCP or HTTP. It is an original implementation of the generic grid-battle game concept and is not affiliated with, and does not use the name or branding of, any trademarked board game.
  2. Just a game. The Service is entertainment only. Nothing about its output should be treated as advice of any kind.
  3. Reference content. The engine's rules and AI logic are fixed and documented; behavior does not depend on real-time external data.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your move is answered from the state you sent us, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss or damage arising from use of the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/battleshipgame

Fleet Battle support

Email agent@connectorbay.com. We answer within two business days.

When 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.

Get Fleet Battle

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://battleshipgame.connectorbay.com/mcp
{
  "mcpServers": {
    "battleshipgame": {
      "type": "http",
      "url": "https://battleshipgame.connectorbay.com/mcp"
    }
  }
}