{
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  "item": {
    "slug": "openra-rl",
    "name": "OpenRA-RL",
    "source": "tencent",
    "type": "skill",
    "category": "开发工具",
    "sourceUrl": "https://clawhub.ai/yxc20089/openra-rl",
    "canonicalUrl": "https://clawhub.ai/yxc20089/openra-rl",
    "targetPlatform": "OpenClaw"
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    "sourceDownloadUrl": "https://wry-manatee-359.convex.site/api/v1/download?slug=openra-rl",
    "sourcePlatform": "tencent",
    "targetPlatform": "OpenClaw",
    "installMethod": "Manual import",
    "extraction": "Extract archive",
    "prerequisites": [
      "OpenClaw"
    ],
    "packageFormat": "ZIP package",
    "includedAssets": [
      "SKILL.md"
    ],
    "primaryDoc": "SKILL.md",
    "quickSetup": [
      "Download the package from Yavira.",
      "Extract the archive and review SKILL.md first.",
      "Import or place the package into your OpenClaw setup."
    ],
    "agentAssist": {
      "summary": "Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.",
      "steps": [
        "Download the package from Yavira.",
        "Extract it into a folder your agent can access.",
        "Paste one of the prompts below and point your agent at the extracted folder."
      ],
      "prompts": [
        {
          "label": "New install",
          "body": "I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete."
        },
        {
          "label": "Upgrade existing",
          "body": "I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run."
        }
      ]
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      "source": "tencent",
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      "checkedAt": "2026-04-30T16:55:25.780Z",
      "expiresAt": "2026-05-07T16:55:25.780Z",
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        "bodySnippet": null
      },
      "scope": "source",
      "summary": "Source download looks usable.",
      "detail": "Yavira can redirect you to the upstream package for this source.",
      "primaryActionLabel": "Download for OpenClaw",
      "primaryActionHref": "/downloads/openra-rl"
    },
    "validation": {
      "installChecklist": [
        "Use the Yavira download entry.",
        "Review SKILL.md after the package is downloaded.",
        "Confirm the extracted package contains the expected setup assets."
      ],
      "postInstallChecks": [
        "Confirm the extracted package includes the expected docs or setup files.",
        "Validate the skill or prompts are available in your target agent workspace.",
        "Capture any manual follow-up steps the agent could not complete."
      ]
    },
    "downloadPageUrl": "https://openagent3.xyz/downloads/openra-rl",
    "agentPageUrl": "https://openagent3.xyz/skills/openra-rl/agent",
    "manifestUrl": "https://openagent3.xyz/skills/openra-rl/agent.json",
    "briefUrl": "https://openagent3.xyz/skills/openra-rl/agent.md"
  },
  "agentAssist": {
    "summary": "Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.",
    "steps": [
      "Download the package from Yavira.",
      "Extract it into a folder your agent can access.",
      "Paste one of the prompts below and point your agent at the extracted folder."
    ],
    "prompts": [
      {
        "label": "New install",
        "body": "I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete."
      },
      {
        "label": "Upgrade existing",
        "body": "I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run."
      }
    ]
  },
  "documentation": {
    "source": "clawhub",
    "primaryDoc": "SKILL.md",
    "sections": [
      {
        "title": "OpenRA-RL: Play Command & Conquer Red Alert",
        "body": "You are an AI agent playing Command & Conquer: Red Alert, a classic real-time strategy (RTS) game. You control one faction (Allied or Soviet) and must build a base, gather resources, train an army, and destroy the enemy.\n\nThe game runs in a Docker container. You interact through MCP tools that let you observe the battlefield, issue orders, and advance game time."
      },
      {
        "title": "1. Install",
        "body": "pip install openra-rl"
      },
      {
        "title": "2. Start the game server",
        "body": "openra-rl server start\n\nThis pulls the Docker image and starts the game server on port 8000. Verify with openra-rl server status."
      },
      {
        "title": "3. Configure MCP",
        "body": "Add to your OpenClaw config (~/.openclaw/openclaw.json):\n\n{\n  \"mcpServers\": {\n    \"openra-rl\": {\n      \"command\": \"openra-rl\",\n      \"args\": [\"mcp-server\"]\n    }\n  }\n}"
      },
      {
        "title": "4. Play",
        "body": "Tell your agent: \"Start a game of Red Alert and try to win.\"\n\nThe agent will use the MCP tools listed below to observe and command."
      },
      {
        "title": "How the Game Works",
        "body": "Real-time: The game runs continuously at ~25 ticks/second. Call advance(ticks) to let time pass.\nFog of war: You can only see areas near your units/buildings. Scout to find the enemy.\nResources: Harvest ore to earn credits. Credits buy buildings and units.\nPower: Buildings need power. Build Power Plants (powr) to stay powered. Low power slows production.\nTech tree: Advanced buildings require prerequisites (e.g., War Factory needs Ore Refinery)."
      },
      {
        "title": "Observation (read the battlefield)",
        "body": "ToolPurposeget_game_stateFull snapshot: economy, units, buildings, enemies, production, military statsget_economyCash, ore, power balance, harvester countget_unitsYour units with position, health, type, stance, speed, attack rangeget_buildingsYour buildings with production queues, power, can_produce listget_enemiesVisible enemy units and buildings (fog-of-war limited)get_productionCurrent build queue + what you can build right nowget_map_infoMap name, dimensionsget_exploration_status% explored, quadrant breakdown, whether enemy base found"
      },
      {
        "title": "Knowledge (learn the game)",
        "body": "ToolPurposelookup_unit(unit_type)Stats for a unit (e.g., lookup_unit(\"e1\") → Rifle Infantry)lookup_building(building_type)Stats for a building (e.g., lookup_building(\"weap\") → War Factory)lookup_tech_tree(faction)Full build order for \"allied\" or \"soviet\"lookup_faction(faction)All units and buildings for a factionget_faction_briefing()Comprehensive stats dump for YOUR factionget_map_analysis()Resource patches, water, terrain, strategic notesbatch_lookup(queries)Multiple lookups in one call"
      },
      {
        "title": "Game Control",
        "body": "ToolPurposeadvance(ticks)Critical — advances the game by N ticks. Nothing happens without this. Use 25 ticks ≈ 1 second, 250 ticks ≈ 10 seconds."
      },
      {
        "title": "Movement & Combat",
        "body": "ToolPurposemove_units(unit_ids, target_x, target_y)Move units to a positionattack_move(unit_ids, target_x, target_y)Move and engage enemies along the wayattack_target(unit_ids, target_actor_id)Focus-fire a specific enemystop_units(unit_ids)Halt movement and attacksguard_target(unit_ids, target_actor_id)Guard a unit or buildingset_stance(unit_ids, stance)Set to \"holdfire\", \"returnfire\", \"defend\", or \"attackanything\"harvest(unit_id, cell_x, cell_y)Send harvester to ore field"
      },
      {
        "title": "Production",
        "body": "ToolPurposebuild_unit(unit_type, count)Train units (e.g., build_unit(\"e1\", 5) → 5 Rifle Infantry)build_structure(building_type)Start constructing a building (needs manual placement)build_and_place(building_type, cell_x, cell_y)Build + auto-place when done (preferred)place_building(building_type, cell_x, cell_y)Place a completed buildingcancel_production(item_type)Cancel queued productionget_valid_placements(building_type)Get valid locations to place a building"
      },
      {
        "title": "Building Management",
        "body": "ToolPurposedeploy_unit(unit_id)Deploy MCV into Construction Yardsell_building(building_id)Sell for partial refundrepair_building(building_id)Toggle auto-repairset_rally_point(building_id, cell_x, cell_y)New units go herepower_down(building_id)Toggle power to save electricityset_primary(building_id)Set as primary production building"
      },
      {
        "title": "Unit Groups",
        "body": "ToolPurposeassign_group(group_name, unit_ids)Create a named groupadd_to_group(group_name, unit_ids)Add units to existing groupget_groups()List all groupscommand_group(group_name, command_type, ...)Command entire group"
      },
      {
        "title": "Compound Actions",
        "body": "ToolPurposebatch(actions)Execute multiple actions in ONE tick (no time advance)plan(steps)Execute steps sequentially with state refresh between each"
      },
      {
        "title": "Utility",
        "body": "ToolPurposesurrender()Give up the current gameget_replay_path()Path to the replay fileget_terrain_at(cell_x, cell_y)Terrain type at a cell"
      },
      {
        "title": "Planning Phase (optional)",
        "body": "ToolPurposestart_planning_phase()Begin pre-game strategy planningget_opponent_intel()AI opponent profile and countersend_planning_phase(strategy)Commit strategy and start playingget_planning_status()Check planning state"
      },
      {
        "title": "Step 1: Deploy your MCV",
        "body": "At game start you have a Mobile Construction Vehicle (MCV). Deploy it to create your Construction Yard:\n\n1. Call get_units() to find your MCV (type \"mcv\")\n2. Call deploy_unit(mcv_actor_id)\n3. Call advance(50) to let it deploy"
      },
      {
        "title": "Step 2: Build your base",
        "body": "Follow this build order:\n\nOrderBuildingType CodeCostWhy1Power Plantpowr$300Powers everything2Barrackstent (Allied) or barr (Soviet)$300Infantry production3Ore Refineryproc$2000Income + free harvester4War Factoryweap$2000Vehicle production (requires Refinery)5More Powerpowr$300Keep power positive\n\nUse build_and_place() — it auto-places when construction finishes:\n\n1. Call get_valid_placements(\"powr\") to find a good spot\n2. Call build_and_place(\"powr\", cell_x, cell_y)\n3. Call advance(250) to let it build (~10 seconds)\n4. Check get_production() to confirm completion\n5. Repeat for next building\n\nImportant: Your faction may be Allied OR Soviet. Check get_game_state() → faction field. Barracks type depends on faction."
      },
      {
        "title": "Step 3: Train your army",
        "body": "1. Call build_unit(\"e1\", 5) for 5 Rifle Infantry ($100 each)\n2. Call advance(100) to let them train\n3. Once War Factory is ready: build_unit(\"3tnk\", 3) for Medium Tanks ($800 each)\n4. Set rally point near base exit: set_rally_point(barracks_id, x, y)\n\nKey units by faction:\n\nUnitCodeCostRoleRifle Infantrye1$100Cheap, fastRocket Soldiere3$300Anti-armorMedium Tank3tnk$800Main battle tankHeavy Tank4tnk$950Soviet heavy armorLight Tank1tnk$700Fast flankerArtilleryarty$600Long rangeV2 Launcherv2rl$700Soviet long range"
      },
      {
        "title": "Step 4: Scout the map",
        "body": "Send a cheap unit to explore:\n\n1. Train one Rifle Infantry\n2. Call attack_move([unit_id], far_x, far_y) toward unexplored areas\n3. Call advance(500) to let it travel\n4. Call get_enemies() to see what you've found"
      },
      {
        "title": "Step 5: Attack the enemy",
        "body": "Once you have 8-10 combat units:\n\n1. Call get_enemies() to find enemy buildings\n2. Call attack_move(all_unit_ids, enemy_base_x, enemy_base_y)\n3. Call advance(100), check get_game_state() for battle progress\n4. If enemies visible: attack_target(unit_ids, enemy_id) to focus fire\n5. Keep producing reinforcements while attacking"
      },
      {
        "title": "Step 6: Macro (ongoing economy)",
        "body": "Throughout the game:\n\nKeep power positive (build Power Plants when needed)\nKeep producing units — never let production idle\nBuild additional Ore Refineries for more income\nReplace lost harvesters"
      },
      {
        "title": "Game Loop Pattern",
        "body": "A good agent loop looks like this:\n\n1. get_game_state() → read the situation\n2. Decide what to do based on:\n   - Economy: enough cash? Power positive?\n   - Production: anything building? Queue empty?\n   - Military: under attack? Ready to attack?\n   - Exploration: enemy found yet?\n3. Issue orders (build, move, attack)\n4. advance(50-250) → let time pass\n5. Repeat until game is won or lost\n\nCheck get_game_state() → done field. When true, result will be \"win\" or \"loss\"."
      },
      {
        "title": "Tips",
        "body": "Always call advance() after issuing orders. Orders don't execute until game time passes.\nUse batch() to issue multiple orders in one tick (e.g., build + move + set rally).\nCheck available_production before building — it lists what you CAN build right now.\nDon't let production idle — keep queuing units. Idle production wastes time.\nBuild near your Construction Yard — buildings must be placed adjacent to existing structures.\nPower matters — if power goes negative, production slows to a crawl.\nUse attack_move instead of move when heading toward enemies — units will engage threats.\nA completed building blocks the queue until placed. Always use build_and_place() to avoid this."
      },
      {
        "title": "Troubleshooting",
        "body": "ProblemSolutionServer not runningopenra-rl server start (needs Docker)Can't build anythingDeploy MCV first with deploy_unit()Building won't placeUse get_valid_placements() for valid spotsNo moneyBuild Ore Refinery (proc) for harvestersProduction slowCheck power with get_economy() — build Power PlantsCan't find enemyScout with attack_move to unexplored quadrants"
      },
      {
        "title": "Links",
        "body": "GitHub: https://github.com/yxc20089/OpenRA-RL\nPyPI: https://pypi.org/project/openra-rl/\nLeaderboard: https://huggingface.co/spaces/yxc20089/OpenRA-Bench\nDiscord: https://discord.gg/openra-rl"
      }
    ],
    "body": "OpenRA-RL: Play Command & Conquer Red Alert\n\nYou are an AI agent playing Command & Conquer: Red Alert, a classic real-time strategy (RTS) game. You control one faction (Allied or Soviet) and must build a base, gather resources, train an army, and destroy the enemy.\n\nThe game runs in a Docker container. You interact through MCP tools that let you observe the battlefield, issue orders, and advance game time.\n\nQuick Start\n1. Install\npip install openra-rl\n\n2. Start the game server\nopenra-rl server start\n\n\nThis pulls the Docker image and starts the game server on port 8000. Verify with openra-rl server status.\n\n3. Configure MCP\n\nAdd to your OpenClaw config (~/.openclaw/openclaw.json):\n\n{\n  \"mcpServers\": {\n    \"openra-rl\": {\n      \"command\": \"openra-rl\",\n      \"args\": [\"mcp-server\"]\n    }\n  }\n}\n\n4. Play\n\nTell your agent: \"Start a game of Red Alert and try to win.\"\n\nThe agent will use the MCP tools listed below to observe and command.\n\nHow the Game Works\nReal-time: The game runs continuously at ~25 ticks/second. Call advance(ticks) to let time pass.\nFog of war: You can only see areas near your units/buildings. Scout to find the enemy.\nResources: Harvest ore to earn credits. Credits buy buildings and units.\nPower: Buildings need power. Build Power Plants (powr) to stay powered. Low power slows production.\nTech tree: Advanced buildings require prerequisites (e.g., War Factory needs Ore Refinery).\nMCP Tools Reference\nObservation (read the battlefield)\nTool\tPurpose\nget_game_state\tFull snapshot: economy, units, buildings, enemies, production, military stats\nget_economy\tCash, ore, power balance, harvester count\nget_units\tYour units with position, health, type, stance, speed, attack range\nget_buildings\tYour buildings with production queues, power, can_produce list\nget_enemies\tVisible enemy units and buildings (fog-of-war limited)\nget_production\tCurrent build queue + what you can build right now\nget_map_info\tMap name, dimensions\nget_exploration_status\t% explored, quadrant breakdown, whether enemy base found\nKnowledge (learn the game)\nTool\tPurpose\nlookup_unit(unit_type)\tStats for a unit (e.g., lookup_unit(\"e1\") → Rifle Infantry)\nlookup_building(building_type)\tStats for a building (e.g., lookup_building(\"weap\") → War Factory)\nlookup_tech_tree(faction)\tFull build order for \"allied\" or \"soviet\"\nlookup_faction(faction)\tAll units and buildings for a faction\nget_faction_briefing()\tComprehensive stats dump for YOUR faction\nget_map_analysis()\tResource patches, water, terrain, strategic notes\nbatch_lookup(queries)\tMultiple lookups in one call\nGame Control\nTool\tPurpose\nadvance(ticks)\tCritical — advances the game by N ticks. Nothing happens without this. Use 25 ticks ≈ 1 second, 250 ticks ≈ 10 seconds.\nMovement & Combat\nTool\tPurpose\nmove_units(unit_ids, target_x, target_y)\tMove units to a position\nattack_move(unit_ids, target_x, target_y)\tMove and engage enemies along the way\nattack_target(unit_ids, target_actor_id)\tFocus-fire a specific enemy\nstop_units(unit_ids)\tHalt movement and attacks\nguard_target(unit_ids, target_actor_id)\tGuard a unit or building\nset_stance(unit_ids, stance)\tSet to \"holdfire\", \"returnfire\", \"defend\", or \"attackanything\"\nharvest(unit_id, cell_x, cell_y)\tSend harvester to ore field\nProduction\nTool\tPurpose\nbuild_unit(unit_type, count)\tTrain units (e.g., build_unit(\"e1\", 5) → 5 Rifle Infantry)\nbuild_structure(building_type)\tStart constructing a building (needs manual placement)\nbuild_and_place(building_type, cell_x, cell_y)\tBuild + auto-place when done (preferred)\nplace_building(building_type, cell_x, cell_y)\tPlace a completed building\ncancel_production(item_type)\tCancel queued production\nget_valid_placements(building_type)\tGet valid locations to place a building\nBuilding Management\nTool\tPurpose\ndeploy_unit(unit_id)\tDeploy MCV into Construction Yard\nsell_building(building_id)\tSell for partial refund\nrepair_building(building_id)\tToggle auto-repair\nset_rally_point(building_id, cell_x, cell_y)\tNew units go here\npower_down(building_id)\tToggle power to save electricity\nset_primary(building_id)\tSet as primary production building\nUnit Groups\nTool\tPurpose\nassign_group(group_name, unit_ids)\tCreate a named group\nadd_to_group(group_name, unit_ids)\tAdd units to existing group\nget_groups()\tList all groups\ncommand_group(group_name, command_type, ...)\tCommand entire group\nCompound Actions\nTool\tPurpose\nbatch(actions)\tExecute multiple actions in ONE tick (no time advance)\nplan(steps)\tExecute steps sequentially with state refresh between each\nUtility\nTool\tPurpose\nsurrender()\tGive up the current game\nget_replay_path()\tPath to the replay file\nget_terrain_at(cell_x, cell_y)\tTerrain type at a cell\nPlanning Phase (optional)\nTool\tPurpose\nstart_planning_phase()\tBegin pre-game strategy planning\nget_opponent_intel()\tAI opponent profile and counters\nend_planning_phase(strategy)\tCommit strategy and start playing\nget_planning_status()\tCheck planning state\nHow to Play (Strategy Guide)\nStep 1: Deploy your MCV\n\nAt game start you have a Mobile Construction Vehicle (MCV). Deploy it to create your Construction Yard:\n\n1. Call get_units() to find your MCV (type \"mcv\")\n2. Call deploy_unit(mcv_actor_id)\n3. Call advance(50) to let it deploy\n\nStep 2: Build your base\n\nFollow this build order:\n\nOrder\tBuilding\tType Code\tCost\tWhy\n1\tPower Plant\tpowr\t$300\tPowers everything\n2\tBarracks\ttent (Allied) or barr (Soviet)\t$300\tInfantry production\n3\tOre Refinery\tproc\t$2000\tIncome + free harvester\n4\tWar Factory\tweap\t$2000\tVehicle production (requires Refinery)\n5\tMore Power\tpowr\t$300\tKeep power positive\n\nUse build_and_place() — it auto-places when construction finishes:\n\n1. Call get_valid_placements(\"powr\") to find a good spot\n2. Call build_and_place(\"powr\", cell_x, cell_y)\n3. Call advance(250) to let it build (~10 seconds)\n4. Check get_production() to confirm completion\n5. Repeat for next building\n\n\nImportant: Your faction may be Allied OR Soviet. Check get_game_state() → faction field. Barracks type depends on faction.\n\nStep 3: Train your army\n1. Call build_unit(\"e1\", 5) for 5 Rifle Infantry ($100 each)\n2. Call advance(100) to let them train\n3. Once War Factory is ready: build_unit(\"3tnk\", 3) for Medium Tanks ($800 each)\n4. Set rally point near base exit: set_rally_point(barracks_id, x, y)\n\n\nKey units by faction:\n\nUnit\tCode\tCost\tRole\nRifle Infantry\te1\t$100\tCheap, fast\nRocket Soldier\te3\t$300\tAnti-armor\nMedium Tank\t3tnk\t$800\tMain battle tank\nHeavy Tank\t4tnk\t$950\tSoviet heavy armor\nLight Tank\t1tnk\t$700\tFast flanker\nArtillery\tarty\t$600\tLong range\nV2 Launcher\tv2rl\t$700\tSoviet long range\nStep 4: Scout the map\n\nSend a cheap unit to explore:\n\n1. Train one Rifle Infantry\n2. Call attack_move([unit_id], far_x, far_y) toward unexplored areas\n3. Call advance(500) to let it travel\n4. Call get_enemies() to see what you've found\n\nStep 5: Attack the enemy\n\nOnce you have 8-10 combat units:\n\n1. Call get_enemies() to find enemy buildings\n2. Call attack_move(all_unit_ids, enemy_base_x, enemy_base_y)\n3. Call advance(100), check get_game_state() for battle progress\n4. If enemies visible: attack_target(unit_ids, enemy_id) to focus fire\n5. Keep producing reinforcements while attacking\n\nStep 6: Macro (ongoing economy)\n\nThroughout the game:\n\nKeep power positive (build Power Plants when needed)\nKeep producing units — never let production idle\nBuild additional Ore Refineries for more income\nReplace lost harvesters\nGame Loop Pattern\n\nA good agent loop looks like this:\n\n1. get_game_state() → read the situation\n2. Decide what to do based on:\n   - Economy: enough cash? Power positive?\n   - Production: anything building? Queue empty?\n   - Military: under attack? Ready to attack?\n   - Exploration: enemy found yet?\n3. Issue orders (build, move, attack)\n4. advance(50-250) → let time pass\n5. Repeat until game is won or lost\n\n\nCheck get_game_state() → done field. When true, result will be \"win\" or \"loss\".\n\nTips\nAlways call advance() after issuing orders. Orders don't execute until game time passes.\nUse batch() to issue multiple orders in one tick (e.g., build + move + set rally).\nCheck available_production before building — it lists what you CAN build right now.\nDon't let production idle — keep queuing units. Idle production wastes time.\nBuild near your Construction Yard — buildings must be placed adjacent to existing structures.\nPower matters — if power goes negative, production slows to a crawl.\nUse attack_move instead of move when heading toward enemies — units will engage threats.\nA completed building blocks the queue until placed. Always use build_and_place() to avoid this.\nTroubleshooting\nProblem\tSolution\nServer not running\topenra-rl server start (needs Docker)\nCan't build anything\tDeploy MCV first with deploy_unit()\nBuilding won't place\tUse get_valid_placements() for valid spots\nNo money\tBuild Ore Refinery (proc) for harvesters\nProduction slow\tCheck power with get_economy() — build Power Plants\nCan't find enemy\tScout with attack_move to unexplored quadrants\nLinks\nGitHub: https://github.com/yxc20089/OpenRA-RL\nPyPI: https://pypi.org/project/openra-rl/\nLeaderboard: https://huggingface.co/spaces/yxc20089/OpenRA-Bench\nDiscord: https://discord.gg/openra-rl"
  },
  "trust": {
    "sourceLabel": "tencent",
    "provenanceUrl": "https://clawhub.ai/yxc20089/openra-rl",
    "publisherUrl": "https://clawhub.ai/yxc20089/openra-rl",
    "owner": "yxc20089",
    "version": "1.1.0",
    "license": null,
    "verificationStatus": "Indexed source record"
  },
  "links": {
    "detailUrl": "https://openagent3.xyz/skills/openra-rl",
    "downloadUrl": "https://openagent3.xyz/downloads/openra-rl",
    "agentUrl": "https://openagent3.xyz/skills/openra-rl/agent",
    "manifestUrl": "https://openagent3.xyz/skills/openra-rl/agent.json",
    "briefUrl": "https://openagent3.xyz/skills/openra-rl/agent.md"
  }
}