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Amberstone

Amberstone - local real-time coaching for League of Legends and TFT

A local, real-time coaching companion for League of Legends and Teamfight Tactics. A deterministic engine does the item and damage math; the AI coach only narrates what that math already decided.

CI Docs guards License: Apache-2.0 Python 3.12 Platform: Windows Codebase atlas

It watches the match you are actually in through the Riot Live Client API, does the item and damage math locally in a deterministic engine, and turns that into short, situation-specific advice on a dashboard and an in-game overlay.

It is a single-machine personal build: one Windows PC runs the game, the engine, the coach and the overlay together, with no hosted version and no installer.

Explore the codebase as a map draws the project's main components as one interactive page, with source files orbiting the component they belong to. It runs in the browser and loads nothing from the network.

Contents

What makes it different why the math runs before the model, and what that buys
What it does the features, and the modes they run in
Quickstart from a fresh clone to the dashboard on one Windows PC
How it works the pipeline in one diagram, plus the port map
Daemon Slayer build engine the engine everything else is built around
Riot policy stance what was removed or fenced to stay inside Riot's third-party rules
Limitations what it cannot do, and why
Status what is done, what is in flight, what is blocked on a live game, and what is deliberately not being built
How the work gets done multi-agent Claude Code, the headless background lanes, and the cross-repo note channel
Data sources and credits the public projects the game data comes from
Documentation map every other document, and who each is written for

What makes it different

Most build advice is a popularity contest: an item is recommended because many players bought it in many games. This project takes the other route.

  • The math runs first, locally. A deterministic build calculator scores champion x item x target combinations from real game numbers - damage per second, effective HP, ability burst, healing throughput - and the LLM coaching agent reasons over that output rather than guessing. An item suggestion reflects your actual matchup, not a tier list.
  • No win-rate scraping for builds. Item and build recommendations never come from other players' win rates. They come from computed quantities, which is also why the engine can answer for matchups too rare to have a sample size. Two narrow features do read published statistics - a bot-lane duo-synergy grid and ARAM Mayhem augment priors - and both are credited below.
  • Your own history, not a tracker's. Matches land in a local SQLite archive with full timeline data, so champion select reads history you own.
  • Offline at request time. The engine makes no network calls and has no per-query cost, so it can be asked thousands of questions per game.

What it does

  • Keeps a running picture of the match from the game client's own local feed - gold, level, KDA, items on both teams - polled about once a second, and turns it into situation-specific tips.
  • Reads the screen with OCR first, and escalates to an AI vision model only for what OCR misses.
  • Suggests picks in champion select from your own match history, filtered by the enemy team composition; ban and counter hints come from the engine's own 1v1 damage math.
  • Writes runes into the League client automatically, through the client's own local LCU (League Client API) endpoint.

Modes: Summoner's Rift, ARAM including its event variants, Arena, and Teamfight Tactics. A fifth path covers Riot's rotating game modes - URF, One for All, Nexus Blitz and their siblings - which is wired and enabled, but only exercised when Riot actually rotates one of them in.


Quickstart

There is no hosted version and no packaged release; it runs from a checkout on the same Windows PC as the game.

  1. Install Python 3.12 or newer (CI tests on 3.12) and Git LFS, then clone:

    git clone https://github.com/Remus3/Amberstone.git
    cd Amberstone
    git lfs install --local
    git lfs pull
    

    Without LFS the precomputed laning tables arrive as pointer files and that coach falls back to a live model call.

  2. Run install.bat. It installs requirements.txt, creates the runtime directories, and asks for an Anthropic API key in API-Key-Claude.txt (gitignored). A Riot developer key is optional and goes in API-Key-Riot.txt (also gitignored); it is only needed for Match-V5 history.

  3. Run start.bat, then open the dashboard on port :8888. It serves plain HTTP until a local certificate exists (tools/regen_rc_cert.ps1 makes one), then HTTPS.

Contributors: run python scripts/install_hooks.py first. The git hooks are the authoritative commit and push gates, and a fresh clone has none. Day-to-day procedures - restart, health checks, scheduled tasks - are in docs/OPERATIONS.md.


How it works

A Python service polls the Live Client API about once a second. The build engine answers first with local math, and its output is injected into every coaching call. The coach fires roughly every 8 seconds, and immediately on kills and health swings.

  Riot Live Client API :2999         screen capture
  gold / level / items / KDA               |
              |                            v
              |                   OCR first, AI vision
              v                   only on a miss  :8889
  local reader, about 1 Hz  <--------------+
              |
              v
  +----------------------------------------------------+
  |  Daemon Slayer build engine           :8860        |
  |  computed DPS / EHP / burst / healing math         |
  |  no network calls, no per-query cost               |
  +----------------------------------------------------+
              |  scored builds, counters, item deltas
              v
  LLM coaching agent
              |
              v
  web dashboard :8888  and  in-game Electron overlay
Port Service
:8888 Web dashboard (HTTPS)
:8889 Vision server
:8890 Agents supervisor (proxied by the dashboard)
:8891 Agents WS relay
:8895 Mission Control (separate process, JSON API only, no web page)
:8860 Daemon Slayer build engine
:8861 Daemon Slayer match-history MCP server
:2999 Riot Live Client API (the game client's own feed)

Daemon Slayer build engine

The engine everything else is built around. It is a build calculator and item optimizer in one: it models the full champion roster and every item the shop actually offers in the modes it scores, including the mode-specific pools, and picks one of seven scoring modes automatically from the champion's role.

Role What it optimizes
Carry (ADC) Auto-attack damage per second
Tank Effective HP against the enemy team's damage mix
Bruiser A per-champion blend of damage and durability
Mage Ability damage at the champion's cast cadence
Assassin Total burst inside a combo window
Enchanter Healing and shielding throughput
On-hit (AP) Ability damage plus on-hit auto damage in one score

Champions do not fit one formula, so a registry of per-champion mechanic overrides handles the unusual kits - form swaps, recast windows, resource bars, revives - and covers most of the roster.

It is self-contained and readable on its own: the scoring code, its per-champion registries and its test suite all live under agents/daemon_slayer/, and the depth reference is docs/DAEMON_SLAYER.md.


Riot policy stance

The project is built to sit inside Riot's published third-party application rules, and treats them as engineering constraints with tests behind them rather than as a note in a README. Measured against those rules, the codebase has:

  • Removed enemy cooldown tracking. The enemy summoner-spell tracker and the per-player summoner and ultimate cooldown ledger were deleted. A threat cell that used to show an enemy ability's cooldown was rebuilt to carry only static kit facts the client already shows (which ability, how long its crowd control lasts) and no enemy cooldown number.
  • Stopped live imperatives and power-spike alerts. In game, decision points are captured silently and reviewed after the match instead of being pushed as "do this now" notifications.
  • Anonymised champion select. Non-party summoner names are replaced at the producer with positional labels, so every consumer inherits it.
  • Refused Riot's Brawl mode. It is routed to an unsupported mode that loads no coach, ahead of any default.
  • No TFT win-rate or augment-placement statistics. TFT advice comes from the player's own board.

Each removal left an inverted guard test that turns red if the banned surface comes back. Three questions are still open and are tracked rather than assumed settled, all for Riot developer relations: the screen-capture vision path, declaring LCU use in a Riot application, and how in-game build recommendations are treated. The plan, with the rule each item answers to, is docs/OVERLAY_COMPLIANCE_PLAN.md.

The project runs on a personal Riot API key and is not a registered or approved Riot product; see the disclaimer at the end of this page.


Limitations

  • Windows only, one machine. Game, coach, dashboard and overlay share a PC. A Python service runs under a supervisor, serves the dashboard over local HTTPS to a browser, and drives an Electron overlay for in-game display; the procedures for running it live in docs/OPERATIONS.md.
  • Bring your own API key. The coaching and vision paths call a third-party model API. Without a key those paths stay off and the local math still works.
  • Riot's API limits what is knowable. Some event modes return no match history through the public API, and some in-game state has no API at all - which is exactly why the vision path exists.
  • Not affiliated with Riot Games. See the disclaimer below.

Status

As of 2026-10-03.

Working now. The full loop runs end to end: the live reader, the build engine, the coach, the dashboard and the overlay. The build engine and champion-select advice cover the League modes; TFT runs on the vision and coaching paths. Automatic rune writing, the local match archive with timeline data, and the Electron overlay are shipped.

In flight. The largest open program is taking the model out of the hot path: precompute the common coaching decisions as plain engine lookups so live LLM calls trend toward zero, leaving the language model for what genuinely needs judgement. Alongside it run a UI redesign, a standing per-file hardening audit that files each finding as its own tracked item, and counter-build hints that are code-complete and waiting on a live game to confirm.

Blocked on a real game. Render cadence, overlay timing and event ordering can only be settled while a match is running, so those items are tracked apart in docs/LIVE_GAME_GATED_SYNC.md rather than closed on synthetic evidence.

Deliberately not being built. No win-rate-driven build advice and no machine-learned win predictor - the engine exists so neither is needed. No replay packet parsing as a shipping feature, since the format is re-obfuscated each patch. No replacement for the in-game HUD: the Live Client API exposes no cooldowns, buffs, wards or XP, so the overlay augments the HUD and cannot stand in for it. No hosted service, no installer.

Open work lives in ROADMAP.md, the longer-horizon queue in BACKLOG.md, and the completion record in docs/LEDGER.md.


How the work gets done

The project is written and maintained by one person directing Claude Code agents. An attended session plans and merges; the building is done by sub-agents in isolated git worktrees, and a separate read-only verifier has to pass a change before it counts as done. The producer never grades its own work.

Headless lanes. Maintenance runs as mutually exclusive lanes, one holder at a time, each in its own git worktree, so nothing edits the checkout a person is reading. A lane is a single claude -p worker fed a tracked prompt document from tools/.

One item per cycle. A research lane files work items carrying an id, cited file:line evidence and an acceptance check; a queue lane does exactly one of them and exits, and a driver re-fires it. A crash loses one item rather than a night's work, and each item arrives as its own reviewable commit.

Background, not in the way. Lanes and other headless runs start through one spawn helper that fails closed, opens no visible console, caps itself at 120 runs per rolling 24 hours, and writes a live status file, so long work reports progress while it runs instead of only at the end.

Cross-repo note sync. This repository is one of several on the same machine that coordinate through plain-text notes. Each repository has a gitignored inbox; a note is delivered by writing into the recipient's inbox and confirmed by re-hashing the delivered copy. As of this pass the channel runs end to end without a person relaying: a scheduled responder answers incoming notes headlessly every few minutes, but only while a hand-written, expiring agreement arms it, and a STOP file overrides it at any point. The channel conventions are in docs/CHANNEL.md. The other repositories are referred to only by short codes; their names and paths live in per-machine config that is never committed, and a pre-push sweep checks outgoing diffs for them.

The control plane and the lane roster are described in docs/MISSION_CONTROL_PLAN.md.


Data sources and credits

Game data comes from these public sources:

  • Riot Data Dragon - champion, item and rune data
  • CommunityDragon - supplementary and pre-release game data
  • Meraki Analytics - structured item and champion stat extracts
  • The League of Legends Wiki - mechanic reference for kits the structured data does not describe
  • Riot APIs - Match-V5 for match history, and the Live Client API the game client serves locally during a match
  • lolmath - the data chunk the ARAM balance modifiers are extracted from
  • 101.qq.com - duo-synergy win-rate rows for the bot-lane pairing grid
  • An external augment-statistics endpoint - ARAM Mayhem augment priors, fetched on demand and not cached in the repository

Each source keeps its own terms; NOTICE records them one by one.


Documentation map

The repository root mixes documents written for people with working files the maintenance agents keep between sessions. The lists below separate the two.

For readers:

For anyone reporting or contributing:

For maintenance and coding agents:

  • CLAUDE.md - agent operating context
  • docs/MISSION_CONTROL_PLAN.md - the headless-lane control plane and the lane roster
  • docs/OPERATIONS.md - run, restart, and maintenance procedures
  • BACKLOG.md - filed work items, each with acceptance criteria
  • docs/LEDGER.md - per-item completion record, newest first
  • docs/history_notes.md - the deep archive
  • WAKEUP_NOTES.md and RC-NEXT-SESSION.txt - session-to-session continuity, rewritten most nights. RC-NEXT-SESSION.txt is the single hand-off file: one file in the repo root, OVERWRITTEN every /done, never appended and never dated-suffixed, with a Desktop shortcut pointing at it. The older NEXT_SESSION_PROMPT.md was the same idea in a second place and was retired to docs/_archive/2026-09-07-NEXT_SESSION_PROMPT.md on 2026-09-20. Useful for watching how the work proceeds, and not written for a first read

Amberstone is not endorsed by Riot Games and does not reflect the views or opinions of Riot Games or anyone officially involved in producing or managing Riot Games properties. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc.

Source code and authored documentation are licensed under the Apache License 2.0 - see LICENSE. That licence does NOT extend to the third-party-sourced data files under data/, which stay governed by their own upstream terms; NOTICE records them source by source. Nothing here grants a right to redistribute that data.

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Local real-time coaching for League of Legends and Teamfight Tactics. A deterministic engine does the item and damage math from the game's own numbers, and the AI coach only narrates what that math already decided. No win-rate scraping.

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