color: RED

type: move

action: BUILD_SETTLEMENT 20

reason: Settlement on a strong central intersection maximizes early resource diversity and production.


action: BUILD_ROAD (20, 22)

reason: Expand outward from settlement 20 towards future settlement spots.


color: WHITE

type: retry

error: TimeoutError('no response within 20s')


action: BUILD_SETTLEMENT 9

reason: Selecting settlement on number 9 for high probability resource generation.


error: TimeoutError('no response within 32s')


action: BUILD_ROAD (9, 10)

reason: Building road (9,10) likely connects to a good expansion spot with high probability numbers.


color: BLUE

action: BUILD_SETTLEMENT 30

reason: Choose a central open intersection with strong potential access to diverse resources and future expansion routes.


action: BUILD_ROAD (30, 31)

reason: Extend from settlement 30 toward the likely next expansion point and preserve access to another settlement location.


color: ORANGE

action: BUILD_SETTLEMENT 33

reason: Vertex 33 is central and likely adjacent to high-probability 6/8 hexes for best early yield.


action: BUILD_ROAD (33, 34)

reason: Build road to 34 to expand towards open board and future settlement spots.


action: BUILD_SETTLEMENT 35

reason: Build at 35 to expand from our road at 34 and target high-probability number hexes.


action: BUILD_ROAD (34, 35)

reason: Building road (34,35) connects our two settlements enabling future expansion and longest road potential.


action: BUILD_SETTLEMENT 14

reason: Choose a central open settlement location to maximize access to strong production numbers and future expansion.


action: BUILD_ROAD (14, 37)

reason: Extend from the new settlement toward the likely open expansion route at node 37.


action: BUILD_SETTLEMENT 11

reason: Settlement 11 likely offers good resource diversity and high probability numbers near the center.


error: TimeoutError('no response within 51s')


action: BUILD_ROAD (10, 11)

reason: Connecting settlements to secure a continuous road.


action: BUILD_SETTLEMENT 24

reason: Vertex 24 provides strong resource diversity and high-probability hexes for the final initial placement.


action: BUILD_ROAD (24, 25)

reason: Building road (24, 25) expands toward valuable open expansion spots on the board.


reason: Buying a development card safely converts resources into development power without over-retaining cards.


action: MOVE_ROBBER ((-1, 0, 1), <Color.BLUE: 'BLUE'>, None)

reason: Steal from BLUE who has 5 cards to reduce his hand and gain a resource.


action: MOVE_ROBBER ((0, -1, 1), <Color.WHITE: 'WHITE'>, None)

reason: Steal from WHITE who holds the most cards (5) to gain a resource and hinder the tied leader.


action: MOVE_ROBBER ((1, -1, 0), <Color.WHITE: 'WHITE'>, None)

reason: Steal from White, who is holding 6 cards, while blocking a productive tile.


reason: Playing Road Building gives two free roads immediately to expand towards high-value settlement spots.


action: BUILD_ROAD (24, 53)

reason: Build the first free road from Road Building toward an open high-yield settlement location.


action: BUILD_ROAD (52, 53)

reason: Continue the road extension from the first Road Building placement towards a new settlement location.


action: BUILD_SETTLEMENT 52

reason: Building a settlement at intersection 52 immediately secures board position and increases victory points.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'ORE')

reason: Trade four sheep for ore to secure the scarce resource needed for a future city.


reason: Buying a development card efficiently uses resources and provides valuable cards like knights or victory points.


reason: Playing a knight card allows moving the robber onto a key opponent tile and stealing a needed resource.


reason: Target White since they hold 8 cards and represent the biggest threat.


action: MOVE_ROBBER ((0, 1, -1), <Color.RED: 'RED'>, None)

reason: Block the leading RED player on a tile adjacent to their settlement and attempt to steal a card.


reason: Buy a development card using the available ore, sheep, and wheat for a chance at a knight or hidden victory point.


reason: Buying a development card directly utilizes the current resources to build strength and VP potential.


reason: Playing the knight moves the robber off our blocked tile and allows us to steal a needed resource.


reason: Stealing from White who holds the most cards while blocking their production maximizes our resource gain.


reason: Block White's productive hex and steal a card since White holds the most cards.


reason: Buying a development card advances victory progress and utilizes available ore, wheat, and sheep resources.


reason: Block RED, the current leader, on a hex where you can also steal a card.


reason: 保留矿石更利于后续建造城市或购买发展卡，低效贸易浪费资源。


reason: No build affordable; keep sheep for future trades.


reason: Target White who has the most cards in hand while blocking a key resource hex.


action: MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', None, 'ORE')

reason: Trade excess wood for ore to set up a city upgrade this turn.


action: BUILD_CITY 20

reason: Upgrade a settlement to a city using 3 ore and 2 wheat to increase victory points and resource production.


action: MARITIME_TRADE ('ORE', 'ORE', 'ORE', 'ORE', 'WHEAT')

reason: Need wheat to pair with ore for a city, which gives 2 VP and catches up to leader RED.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

reason: Trade excess sheep for wood to approach settlement requirements.


action: BUILD_ROAD (35, 36)

reason: Build road to expand territory using brick and wood while keeping card count low


reason: Buying a development card advances victory points and utilizes extra sheep, wheat, and ore without risking discard.


reason: Playing a knight allows moving the robber off critical hexes and stealing a card to advance development.


reason: Steal from Blue who holds the most resource cards while blocking an opponent hex.


action: BUILD_ROAD (0, 20)

reason: Building a road towards high-value settlement spots advances board control and path to victory points.


action: MOVE_ROBBER ((1, 0, -1), <Color.RED: 'RED'>, None)

reason: Block the leading player (Red) by moving the robber to a hex near his settlements and steal a card to hinder his progress.


reason: Buying a development card can yield a victory point or a knight to hinder the leader RED.


action: PLAY_YEAR_OF_PLENTY ('WHEAT', 'ORE')

reason: Playing Year of Plenty for wheat and ore allows us to buy a development card immediately, potentially getting a victory point or a knight to hinder leader RED.


reason: We have the resources to buy a development card, which could yield a victory point or a knight to block the leader RED.


reason: Buying a development card keeps momentum toward victory points while utilizing the available sheep, wheat, and ore.


action: PLAY_MONOPOLY WHEAT

reason: We need wheat to build a city and to potentially block RED's progress, as we have no wheat and RED is leading.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WHEAT')

reason: Trading three sheep for wheat allows buying a development card this turn to potentially win the game.


reason: Buying a development card offers a direct path to victory points to help close out the game at 8 points.


reason: Playing a knight allows moving the robber, stealing a resource, and working toward Largest Army for the win.


action: MOVE_ROBBER ((0, -1, 1), <Color.WHITE: 'WHITE'>, None)

reason: Steal from White to reclaim wheat after their Monopoly card while blocking a key resource.


action: MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'ORE')

reason: Trade surplus brick for scarce ore, advancing toward cities and development cards.


reason: Spend the exact sheep, wheat, and ore combination to buy a development card and pursue a knight or hidden victory point.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', None, 'SHEEP')

reason: Trade surplus wheat for a sheep to assemble the exact resources needed to build a settlement.


action: BUILD_ROAD (22, 23)

reason: Build a road to expand towards new settlement locations and compete for longest road to reach 10 points.


action: BUILD_CITY 9

reason: Building a city increases my VP and reduces hand size, getting closer to 10.


reason: Cannot afford any build; keep sheep and end turn.


action: MOVE_ROBBER ((1, -1, 0), <Color.WHITE: 'WHITE'>, None)

reason: Block White's productive tile and steal from the opponent with the most cards and points.


action: BUILD_ROAD (23, 52)

reason: Build a road extending from vertex 23 toward a new settlement location while spending resources to stay under the hand limit.