Share an agent
Let someone on another Player One installation talk to one of your agents, use an agent someone shared with you, or open a sandboxed agent to anyone with the address. A shared agent keeps running on the installation that shared it, with that installation's model, tools, files and memory, and the other side sees only what it sends them.
Before you start
Both installations need a public web address. If you are not sure yours has one, ask your assistant to check.
Choose the agent with care. Sharing one is trusting the other side with what it knows and can do, so share an agent you would let them talk to, and sandbox one you would not. Only a sandboxed agent can be opened to the public.
Everything here is on Admin > Agent Sharing (/admin/agent-sharing), in the Communications group.
Share one of your agents
- Open the Shared by you tab.
- Under Agents you share, choose the agent. Give it a Name they see and a Description they see if you like; both are optional.
- Check the card underneath. It is all anyone with the link will see until you approve them.
- Optionally, choose the project that new chats with this agent land in, under New chats go to.
- Press Publish, then Copy link and send the link to the person.
The link is an address, not a key. Whoever holds it sees the card and can ask for access, and nothing more.
Approve their request
- They paste your link into their own installation and ask for access. Their page shows them a code, which they send you in a message.
- Open the Requests tab, which shows a count while anyone is waiting. The row says who is asking and for which agent.
- Paste the code as it came and press Approve, or Turn down. A code lasts ten minutes and allows five tries.
You should now see them under Who has access on the Shared by you tab.
Only a person can enter a code, on this page. No agent can approve a request for you.
Use an agent someone shared with you
- Open the Shared with you tab, paste the link you were sent and press Look at the link. You see the card behind it before you ask for anything.
- Press Ask for access. A code appears: send it to the person who shared the agent, in a message only they will read.
- Wait for them to approve. The agent arrives by itself, and Check if they approved asks straight away.
You should now see the agent on Manage > Agents (/agents) with a Shared with you badge. Its chat says that messages leave your installation, and files you attach there go to the other installation.
What the other side can reach
- They talk to that one agent and nothing else of yours: no files, memory or other agents, except through what that agent does for them.
- Their chat is also one of the agent's chats on your installation. You can read it and talk to your agent privately there, and they see only what the agent sends them. A sandboxed agent is the exception: everything it says there goes over, so talk to it in a chat of your own.
- Their messages never carry your authority. What your agent does only for you, it does not do for them.
- An agent shared with you cannot be passed on to anyone else.
To bring a second approved installation into a conversation, choose Invite to this chat in that chat's menu and send them the link it makes; they use Join a chat on their Shared with you tab. A chat with more than one other installation in it is a team room.
Open a sandboxed agent to everyone
For a chat on your website or a public support line, where visitors do not have Player One.
- Share the agent first, as above. Only a sandboxed agent you already share appears on the Public links tab.
- On Public links, choose Open to anyone. Set any of the three limits: turns a day, turns in one conversation, and days a visitor's chat is kept. Each is empty by default, and empty means no limit.
- Press Open the link and copy the address. It is shown once.
Anyone with the address can talk to the agent. Nobody asks you first, and you will not know who they are. Flood protection is always on, whatever limits you set.
Suspend stops the link admitting anyone and keeps its conversations, and Resume opens it again. Change limits edits the three limits. New address replaces the address and ends every conversation on the old one, and Close ends the link for good.
Everyone who has talked to your agents from another installation or a public link is listed on the People & agents tab, where you can rename them or open their contact.
End access
- End access on a row under Who has access stops that installation from its next message. The row stays, marked Ended.
- New link stops the old link opening, while people already approved keep their access.
- Stop sharing ends every approval given through the agent's link at once, and closes its public link.
- On the other side, Remove under Agents shared with you takes the agent away and ends the access.
What was already sent stays where it went.
If something goes wrong
A request you did not expect. Enter nothing and press Turn down. A request left alone runs out by itself.
The code keeps not matching. Turn the request down. It may not come from the person who sent the code; ask them to start again from your link.
They say no request reached you, or the page says the other side could not prove it holds the code. The link did not lead where it should. Get the link again from the person directly.
"Not delivered yet" in the chat. The other installation could not be reached. The message arrives when it next checks in, and nothing needs sending again.
No link to give out. Your installation has no public address. Ask your assistant to check.
Where next
- Create a support agent for your customers, the kind of agent to open to the public.
- Vault and sandboxing, what a sandboxed agent can and cannot reach.
- Build with it, the other ways Player One meets the outside world.