glr-qa

Run goal-driven GameLearningRuntime QA against an authorized game, training adapter, replay, or live probe and produce a dated JSON plus self-contained HTML report. Use when a player asks whether a game works well, wants bug discovery, regression checks, or evidence from bounded training runs.

Install

openclaw skills install @loonghao/glr-qa

GLR QA

Turn a plain-language objective into bounded, inspectable QA evidence. Preserve the boundary between deterministic checks, scripted replay, training metrics, and live-host acceptance; a passing smoke command is not proof that the whole game is complete.

  1. Restate the goal and identify the authorized project/adapter and evidence scope. Resolve the nearest glr-project.toml or legacy glr-project.json; do not infer a root from an adapter folder name. Reject ambiguous manifests. Keep machine paths and local overrides out of shared reports, even when doctor prints them.
  2. Choose finite checks (for example adapter doctor, deterministic regression, replay, and an explicitly bounded training probe). Never invent credentials, game internals, or unrestricted automation.
  3. Run the checks with python -m game_learning_runtime.qa or call game_learning_runtime.qa.run_qa. Use --project for the adapter working directory and one or more --check NAME COMMAND... arguments.
  4. Inspect result.json and open index.html from the generated .glr-qa/YYYY-MM-DD/<time>/ directory. Report failures with their command output, duration, and likely next investigation; report missing live evidence as an evidence gap.

Example:

powershell
$env:PYTHONPATH = "src"
python -m game_learning_runtime.qa "inspect the whole game for bugs" `
  --project . `
  --check doctor glr --project . doctor `
  --check regression python -m pytest tests/test_runtime_integration.py -q `
  --check training python -m your_adapter.train --steps 1000

Do not claim release quality from this report alone. Keep proprietary traces and secrets out of artifacts; publish only evidence the project owner authorized.