Browser Use
Browser agents and stealth cloud browsers for AI: run web tasks, fill forms, extract data.
作者による説明(英語の原文)
Make any browser game multiplayer and host it at a share link. No account needed to start.
この3つを1つのスコアにまとめることはしません。意見、測定、人気はそれぞれ別のものだからです。
このサーバーのやさしい解説はまだ書いていません。以下はレジストリから読み取った事実です。
使っているAIアプリを選んで、設定をコピーしてください。
Authorization「秘密」と表示された値は、あなたのアカウントの鍵です。絶対に人に教えたり、チャットに貼り付けたりしないでください。
必要なもの
どのアプリを使っていますか?
上でアプリを選んでください。選んだアプリを覚えておくので、次からはボタンに「…にインストール」と表示されます。
このアドレスはリクエストの header にキーが必要ですが、コネクタを追加するメニューでは設定できません。代わりにClaude Code、Cursor、VS Codeを使ってください。
ターミナルでこれを実行します
claude mcp add --transport http multiplayer-agent 'https://api.multiplayeragent.com/mcp?src=registry' --header 'Authorization: your-value'動かす前に、空欄の値を入力してください。
プロジェクトの .cursor/mcp.json、または ~/.cursor/mcp.json に貼り付けます
{
"mcpServers": {
"multiplayer-agent": {
"url": "https://api.multiplayeragent.com/mcp?src=registry",
"headers": {
"Authorization": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
プロジェクトの .vscode/mcp.json に貼り付けます
{
"servers": {
"multiplayer-agent": {
"type": "http",
"url": "https://api.multiplayeragent.com/mcp?src=registry",
"headers": {
"Authorization": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
このアドレスはリクエストの header にキーが必要ですが、コネクタを追加するメニューでは設定できません。代わりにClaude Code、Cursor、VS Codeを使ってください。
選んだアプリは、この端末のCookieに保存されます。アカウントは不要です。
Authorization 秘密 HTTP headerこの設定は、作者のレジストリ登録情報から作成しています。READMEと違う場合は、READMEに従ってください。
ツールの名前と説明は、サーバーが2026年11月7日に返したそのままの内容です。書いたのは作者で、私たちではありません。プレーンテキストとして表示しています。
create_gameMint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to it by passing the x-mp-game header.
list_gamesList the games (publishable keys) under your studio, with labels and per-game settings. Marks which game is `primary` (the one unnamed calls fall back to) and which one this connection is currently pointed at.
set_game_nameSet a human-readable name for a game (the `game` argument, else the x-mp-game header, else your only game). The name shows in your dashboard: call this when you start building so the game isn't unnamed. Refuses to guess when the studio has several games and none was named.
define_room_typeCreate or replace the spec for a room (validation/types/defaults). Returns connection info. Omit fields entirely for a fully schemaless room.
get_connection_infoReturns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client. adsPublisherId is your BYO Google Ads id (embed it if set). Check the returned `target` names the game you meant before shipping the key.
get_client_snippetReturns a complete single-file HTML game wired to this room: realtime movement plus an anonymous (claimable) player, a saved color (datastore), and a click leaderboard. Write it to disk and open it. The game it is wired to is stamped in a comment at the top of the file.
deploy_room_logicDeploy server-side game logic (JS source) for a room so it runs AUTHORITATIVELY: clients send inputs and the server computes state on a tick (anti-cheat by construction). Define handlers as functions over a global `state` (RoomStateView shape): onJoin(id), onLeave(id), onInput(id
list_room_logicReturns the deploy history (version, tickRate, bytes, deployedAt) for a room's authoritative logic, newest first.
rollback_room_logicRoll a room's authoritative logic back to a prior version by re-deploying it as a new version (history stays intact). Omit toVersion to restore the previous version.
get_room_logsReturns recent runtime errors from a room's deployed logic (newest first), so you can self-fix after a deploy without joining the room. Errors also surface in state.shared.__error.
get_live_opsRead a game's live ops: `now` (what players see right now: the merged config plus active and upcoming events), the base config, every scheduled event with its status (active / upcoming / ended), the highlight webhook (masked) and the 20 latest highlights with how each was deliver
set_live_configSet the game's live config: any JSON the game reads at runtime (drop rates, prices, difficulty, a banner, feature switches). It reaches rooms that are already running within ~15 seconds, with no redeploy and nobody disconnected; clients read it as mp.live.config, server logic as
schedule_live_eventSchedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overrides that apply only while it runs. It starts and ends on time in rooms that are already running, as data: nobody is kick
cancel_live_eventDelete a scheduled event. If it is running, it ends in running rooms within ~15 seconds (its config overrides drop away; server logic gets onLiveOps with it in change.ended). To end it early but keep it listed, schedule the same id again with endsAt set to the current time.
set_highlight_webhookSet where the game's highlights post: a Discord channel webhook (Server Settings → Integrations → Webhooks → Copy URL) or a Slack incoming webhook. Server logic posts with highlight(type, text, data), e.g. highlight("hard-clear", "Mia cleared Level 9 on one life"); the server dec
get_sdk_referenceReturns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/stats/inventory), leaderboards, player-created content (level sharing / UGC), durable shared MATCHES for asynchronous turn-
set_player_scopeChoose whether players (and their data/leaderboards) are shared across all of your games ('account', the default) or isolated to one game ('project'). Set this ONCE at setup: it locks as soon as the game has any players, because changing it would split existing players and their
enable_login_providerLet players sign in with a portal or federated account via player.loginExternal({ provider, token }). Self-serve providers: 'wavedash' (games on wavedash.com; token = (await Wavedash.getUserJwt()).data) and 'google' (Google Identity Services; token = the GIS ID-token credential).
list_login_providersList the external login providers enabled on a game (names only, never secrets). selfServe=true ones you can reconfigure with enable_login_provider; the rest are operator-managed.
verify_login_tokenCheck a real provider token against the game's login config exactly as player.loginExternal would, WITHOUT creating or linking a player. Returns { ok, uid, username, claims } or { ok: false, error }. Use it to confirm a provider works end to end, and to read what a token carries
create_uploadUpload files straight from disk instead of pasting their bytes into a tool call: for images, audio, fonts, 3D models, and ANY file over ~50 KB (a tool call can't carry megabytes of base64). Give each file's hosted path and exact size in bytes; get back one URL per file. PUT each
publish_gameHost the game's files at a public share link, https:// .play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never changes). The game needs an index.html at the root plus any JS/CSS/assets, paths relative to it. Send small text files (HTML, J
list_startersList the starter games: ready-made multiplayer games (many built in Multiplayer Agent's videos) to begin from with remix_game. Each shows its slug, title, summary, the video it came from, whether it's premium, and whether THIS studio has it unlocked (free starters: everyone; prem
remix_gameStart from a starter game (see list_starters): makes a NEW game in this studio (or, with `game`, reuses one of yours) and returns a link to the starter's source as a ZIP, valid for 5 minutes, plus the steps to unpack it, rewire it to the new game's publishable key, and publish it
connect_accountConnect this keyless session to the user's own account, the way `gh auth login` works. Ask for their email first and pass it (it prefills the page). Returns a one-time url and a code: open the url in their browser yourself and tell them the code. They sign up or log in ON THE PAG
claim_studioThis connection has no account: it builds into an unclaimed studio. Returns the claim link to give the user (a free sign-up or log-in that moves the studio's games into their own account), when the studio expires, and whether it has been claimed already. connect_account is the be
誰でも見られる情報をチェックしており、コードは読んでいません。当てはまらない項目は数に入れていません。 · 2026年11月7日にチェック
レジストリ名はドメイン multiplayeragent.com で確認済みです(レジストリがドメインの所有を確認しています)
このリポジトリはまだGitHubから読み取っていません
このリポジトリはまだGitHubから読み取っていません
355ミリ秒で応答(HTTP 200)
サインイン不要
26件のツールの説明を読み、AIへの隠れた指示は見つかりませんでした
レジストリでこのカテゴリにある有効なすべてのサーバーと比較しています。スターは、公開者がリポジトリの所有者である場合だけ数えます。
当てはまる基本チェック3項目のうち3項目に合格しました。コードは読んでいません。キーやトークンを追加する前に、サーバーがどんなアクセスを求めているかを確認し、必要な権限だけを持つキーを使ってください。
入力が必要なもの:Authorization
作者のクラウドで動きます。インストール不要でインターネット経由でつながりますが、送った内容は作者のサーバーを通ります。
GitHubリポジトリの最終更新は–、最新バージョン(1.0.2)がレジストリに届いたのは10 日前です。
Claude Desktop、Claude Code、Cursor、VS CodeなどのMCP対応アプリで使えます。URLでつながるので、リモートMCPサーバーに対応したアプリ(開発者モードのChatGPTなど)でも使えます。
同じカテゴリには:Browser Use, Chrome DevTools MCP, MCP Server Browser
同じカテゴリで、ほかの作者が作ったサーバー。スターの多い順。
カードの見方:★ GitHubスターi3つの柱:レビュー · チェック · 利用状況i更新=最新バージョンをレジストリに公開した日i
Browser agents and stealth cloud browsers for AI: run web tasks, fill forms, extract data.
MCP server for Chrome DevTools
MCP server for browser use access
作者のリポジトリから書かれたとおりにコピーしたものです。PopNx MCPは内容を確認・推奨していません。HTML、画像、スクリプトは取り除いています。リンクはこのサイトの外へ移動します。
Make any browser game multiplayer from Claude Code, and host it at a share link a friend can open. This plugin connects Claude Code to the hosted Multiplayer Agent backend, which provides rooms, shared real-time state, player identity, saved progress, leaderboards and game hosting, so Claude never has to write or run a game server. It also adds a make-it-multiplayer skill that teaches Claude how to design, wire, test and publish a multiplayer game on it.
No account or key is needed to start. Claude asks for your email and opens a page where you sign up or log in (your password is typed on the website, never in the chat), so your games are saved to your own account.
Type these in Claude Code:
/plugin marketplace add multiplayeragent/multiplayer-agent
/plugin install multiplayer-agent@multiplayer-agent
If the tools don't show up straight away, type /reload-plugins. Then ask Claude something like "build me a multiplayer snake game" or "make this game multiplayer".
multiplayer-agent at https://api.multiplayeragent.com/mcp (remote, streamable HTTP, no key required).make-it-multiplayer, used automatically when you ask for multiplayer, co-op, a lobby, an invite link, a leaderboard or hosting.The plugin sends requests to api.multiplayeragent.com: the game definitions, room settings and game files Claude creates or publishes for you, plus the email you choose to connect. Games you publish are served from *.play.multiplayeragent.com, and players' game state goes to the same backend while they play. See the privacy policy and terms.