This week, I focused on revising the server architecture and refactoring the state bridge to address limitations from the previous single-channel WebSocket model between the web client and Rust engine. While the earlier design worked for the React frontend, integrating additional hardware components such as CV-based board state detection and LED control required a more robust distributed architecture to support asymmetric clients. The updated design establishes the bridge as the single orchestrator and external gateway, with the engine reduced to pure game logic and stateless analysis. All components—including UI, CV, LED, and coaching—now interact through a unified bridge-owned command/event model, ensuring consistency and eliminating split-brain state. This redesign also ensures that all authoritative moves are broadcast as events, prevents helper operations from mutating live state, and enables CV-detected moves to act as first-class command inputs. I also revised the LED light configuration on the client to better match the physical board design, improving visual alignment between digital and hardware feedback.
In parallel, I continued developing the agent orchestration system, implementing a fast-path execution flow and iterating on decision routing based on board state. I integrated the Go-based coaching service into the new architecture and expanded integration testing across the bridge, client, and agent layers. I also conducted additional testing on the RAG pipeline, fixing issues with context injection and improving prompt constraints for token usage. . For better agent observability, I added a visualization and logging panel to display tool usage and track all agent actions in real time. On the data side, I collected more game position samples for puzzle generation and began revising the puzzle curator agent and state detection logic.
Overall, my progress is mostly on track, with continued focus on stabilizing the new architecture and improving system reliability.

