old_contents: from .persistence import game_data
  
  class GameRunner(object):
  
      def __init__(self, game_engine, players,save=True):
          self.game_engine = game_engine
          self.players = list(players.values())
          self.player_ids = list(players.keys())
          self.game_states= []
          self.game_moves =[]
          self.save=save
  
      def run_game(self):
          self.game_engine.reset()
          state = self.game_engine.get_state()
          self.game_states.append(state)
  
          player_index = self.game_engine.get_current_player()
  
          while not self.game_engine.game_over():
              move = self.players[player_index].move(state)
              self.game_engine.move(move)
              self.game_moves.append(move)
  
              state = self.game_engine.get_state()
              sate["last_move"]:move
              self.game_states.append(state)
              self.broadcast(state)
  
              player_index = self.game_engine.get_current_player()
  
          if self.save:
              game_data.save_game_history(self.game_engine.get_game_name(),
                                          self.player_ids,
                                          self.game_states)
          return self.game_engine.scores
  
      def broadcast(self,state):
          pass
  
new_contents: from .persistence import game_data
  
  class GameRunner(object):
  
      def __init__(self, game_engine, players,save=True):
          self.game_engine = game_engine
          self.players = list(players.values())
          self.player_ids = list(players.keys())
          self.game_states= []
          self.game_moves =[]
          self.save=save
  
      def run_game(self):
          self.game_engine.reset()
          state = self.game_engine.get_state()
          self.game_states.append(state)
  
          player_index = self.game_engine.get_current_player()
  
          while not self.game_engine.game_over():
              move = self.players[player_index].move(state)
              self.game_engine.move(move)
              self.game_moves.append(move)
  
              state = self.game_engine.get_state()
              state["last_move"]=move
              self.game_states.append(state)
              self.broadcast(state)
  
              player_index = self.game_engine.get_current_player()
  
          if self.save:
              game_data.save_game_history(self.game_engine.get_game_name(),
                                          self.player_ids,
                                          self.game_states)
          return self.game_engine.scores
  
      def broadcast(self,state):
          pass
  
subject: fix typo, tests passing