T04: adversarial review round + survey corrections + ADR-0002 (reimplement, assimilate patterns)
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# CB-RES-0001: game-state kernel
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capability: game.kernel.authoritative-state
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status: draft # becomes approved only after adversarial review (T04)
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tier: L (structural L, chaos roll pending at T04 declaration — see history trail)
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status: approved # adversarial review 2026-07-31: challenge + response in history/
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tier: L (structural L, chaos d10=9 → no override)
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runnable-baseline: invoked — harness in research/CB-RES-0001-harness/boardgame-io/
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review-trail: history/260731-game-kernel-{research,challenge,response}.md
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Survey of the best existing implementations of a **turn/phase game-state
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kernel**: deterministic authoritative state, command → validation → events,
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simultaneous commit/reveal, hidden information, replay. Conducted
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2026-07-31; research trail in
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[history/260731-game-kernel-research.md](../history/260731-game-kernel-research.md).
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2026-07-31; revised same day after adversarial review.
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---
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@ -24,34 +24,42 @@ The most direct comparator: a declarative turn-based game engine.
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`phases`, `turn.stages`.
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- **Mutation:** moves are reducer functions run through Redux + Immer;
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mutate a draft, framework produces immutable next state and appends to an
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action **log** (basis for time travel).
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action **log** (basis for time travel) and, unless `disableUndo` is set,
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an **undo stack** holding a full state snapshot per move.
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- **Determinism/replay:** seeded RNG via `random` plugin; log + seed give
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replay and time travel. Measured: same seed → identical state hash across
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runs; different seed diverges. ✅
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- **Hidden information:** `playerView` projection (e.g. `STRIP_SECRET`) —
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server strips secret state per player.
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server strips secret state per player. *Not exercised by our workload*
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(provenance note: commit/reveal shape measured; hidden-info cost not).
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- **Simultaneous actions:** `activePlayers` stages give simultaneous move
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windows; no built-in cryptographic commit/reveal — commitment is plain
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state the server can see (fine for server-authoritative, nothing for
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peer settings).
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state the server can see.
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- **Maturity:** 12.4k GitHub stars, but **inactive** — last npm release
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0.50.2 ≈ 4 years ago (Snyk: "maintenance: Inactive").
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- **Measured performance** (our harness, synthetic 3-player GROUND-shaped
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commit/reveal workload, Node v24, this machine `bnt-lap001`):
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0.50.2 ≈ 4 years ago (checkable on npm; Snyk lists maintenance Inactive).
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- **Measured performance** (harness, synthetic 3-player GROUND-shaped
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commit/reveal workload, Node v24, `bnt-lap001`; run-to-run variance on
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this machine is material — ±25% observed on identical configs):
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| applied moves | moves/s | elapsed | RSS |
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| applied moves | default (moves/s) | `disableUndo` (moves/s) | RSS after run (isolated) |
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|---:|---:|---:|---:|
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| 5,000 | 1,930 | 2.6 s | 224 MB |
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| 10,000 | 1,605 | 6.2 s | 229 MB |
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| 20,000 | 870 | 23.0 s | 271 MB |
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| 100,000 | did not finish in 300 s | — | — |
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| 5,000 | 1,439–1,930 | 1,118 | ~100 MB |
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| 10,000 | 1,605 | 1,076 | 132 MB |
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| 20,000 | 870 | 942 | 153 MB |
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| 40,000 | — | 733 | 232 MB |
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| 100,000 | DNF @300 s | DNF @240 s | — |
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**Per-move cost grows with history length** (log accumulation + state
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pipeline): throughput halves as move count doubles — superlinear total
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cost. This is architectural (unbounded redux log per client), not a
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tuning artifact.
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**Two degradation mechanisms, separately attributed:** (a) the undo
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stack — an O(n) per-move array spread with full state snapshots — is the
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dominant superlinear term at small N and is disable-able via the
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documented `disableUndo` flag; (b) with undo disabled, throughput still
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falls 34% from 5k→40k and 100k still does not finish, consistent with
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unbounded client log/deltalog accumulation, which has no client-side off
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switch in 0.50.2. Even the best configuration degrades with history.
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(`updatePlayerID` in the timed loop measured separately: ~2 µs/call,
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<0.5% contamination.)
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- **Weight:** 120 transitive npm packages, 37 MB `node_modules`, core
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package 3.9 MB.
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package 3.9 MB (independently re-verified in review).
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### 2. Tabletop Simulator scripting model (Lua) — cited
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@ -65,50 +73,75 @@ semantics*, not a rules kernel.
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physics is primary (sandbox mode in Clay-Borg terms).
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- **Determinism/replay:** none. Hidden info via hand zones (engine feature,
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not a projection model).
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- Valuable as the pattern source for object-attached behavior and hand
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zones; architecturally the anti-model for an authoritative kernel.
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- Pattern source for object-attached behavior and hand zones;
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architecturally the anti-model for an authoritative kernel.
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### 3. Rune SDK (JS) — cited
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Modern (active, 2024–2026) deterministic multiplayer engine for casual web
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games.
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Modern (active) deterministic multiplayer engine for casual web games.
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- **Data model/mutation:** pure `logic.js` — game state + action functions,
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statically checked for nondeterminism (mutation escape, `Math.random`
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patched deterministic).
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- **Sync:** predict-rollback: all clients + server simulate the same
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deterministic logic; server authoritative, clients predict. Strongest
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determinism *discipline* of the candidates — enforced by tooling, not
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convention.
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- **Limits:** platform-bound (Rune's hosted app ecosystem), not an
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embeddable open kernel; no phase/stage framework, hidden-information
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projection, or event-sourced replay surface comparable to boardgame.io.
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deterministic logic. Strongest determinism *discipline* of the
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candidates — enforced by tooling, not convention.
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- **Limits:** platform-bound (Rune's hosted ecosystem), not an embeddable
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open kernel; no phase framework, hidden-information projection, or
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event-sourced replay surface.
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### 4. Event-sourcing kernels (Rust `cqrs-es` pattern / EventStoreDB) — cited
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### 4. OpenSpiel (C++/Python, DeepMind) — cited *(added after review)*
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The general-purpose form of our mutation pipeline (command → validate →
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events → fold).
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Research games kernel explicitly built for **simultaneous-move and
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imperfect-information games**.
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- Aggregates validate commands and emit events; state is a fold over the
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append-only log; snapshots bound replay cost. Replay/audit are native.
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- **Performance (cited/estimated):** in-process Rust event application is
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memory-bandwidth-bound — order 10⁵–10⁶ small events/s per core is the
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commonly reported range for fold-style aggregates; dedicated stores
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(EventStoreDB) sustain tens of thousands of appends/s over the network.
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No game semantics: phases, visibility, simultaneity all DIY.
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- Deterministic state; serializable; replay via action histories;
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information-state abstractions for imperfect information; large game
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library. Active. As an in-process C++ kernel it is also a credible D3
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comparator (unmeasured here — open follow-up).
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- **Limits:** research-oriented — no client visibility *projection* layer,
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no networking/session model, no snapshot format, monolithic C++/Python
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build rather than an embeddable capability boundary. The semantics
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overlap with our kernel is real; the production layer is absent.
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### 5. bevy_ecs 0.x (Rust) — cited
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### 5. Ludii / GGP-GDL lineage (JVM) — cited *(added after review)*
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Archetypal ECS; the world/spatial layer in our architecture, surveyed as a
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kernel candidate for completeness.
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General game systems whose core value is **ease of rule specification**
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(the D1 dimension): games written as ludemes (Ludii, 1,000+ games) or GDL
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rules, executed by a general engine.
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- Cache-friendly iteration: millions of entity-component accesses per frame
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(cited from Bevy's own benches; ns-scale per component access).
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- No authoritative command/event pipeline, no replay, no hidden-info
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projection; determinism requires care (system ordering, hash maps).
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Confirms the ADR-anticipated split: ECS for world representation,
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**typed aggregates for the semantic kernel** — not a competitor on this
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capability.
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- Proof that rule description languages can cover enormous game spaces
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compactly; the D1 literature our kernel spec should be checked against.
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- **Limits:** research/archival focus; no production multiplayer stack,
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no hidden-info projection for clients, JVM-bound; performance oriented
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to AI playouts, not authoritative session serving.
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### 6. Event-sourcing kernels (Rust `cqrs-es` pattern / EventStoreDB) — cited
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Aggregates validate commands and emit events; state is a fold over the
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append-only log; snapshots bound replay cost. Replay/audit native.
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**Performance: estimated** — order 10⁵–10⁶ small events/s per core for
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in-process fold-style application; dedicated stores sustain tens of
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thousands of appends/s over the network. *No reproducible citation held;
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treated as directional only.* No game semantics.
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### 7. bevy_ecs (Rust) — cited
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Archetypal ECS; the world/spatial layer in our architecture. Millions of
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entity-component accesses per frame (Bevy's published benches). No
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authoritative command/event pipeline, replay, or hidden-info projection —
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confirms the split: ECS for world representation, typed aggregates for the
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semantic kernel.
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### Secondary references (not fully surveyed)
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- **Board Game Arena Studio** — dominant commercial turn-based rules
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framework (PHP): server-authoritative state machine, hidden info, full
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replay. Closed platform; stronger commercial reference than TTS.
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- **Colyseus** — active JS authoritative-state multiplayer server; room
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state sync without game-rules semantics (no phases/legality/replay
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framework). The "active JS" counterweight to inactive boardgame.io.
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- **Vassal** — module player for humans; no programmable rules kernel.
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---
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@ -116,39 +149,53 @@ kernel candidate for completeness.
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| Dimension | Baseline holder | Metric | Value | Provenance |
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|---|---|---|---|---|
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| D1 ease of specification | boardgame.io | LOC to express the synthetic 3p commit/reveal game (declarative object) | ~45 LOC | measured (harness bench.js game def) |
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| D1 | — (no candidate) | rule-to-scenario traceability (M-D1-COV) | 0 % — none of the candidates link rules to tests | measured/observed |
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| D1 ease of specification | boardgame.io | LOC to express the synthetic 3p commit/reveal game (declarative object) | ~36 LOC | measured (bench.js); gameable — secondary indicator |
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| D1 (qualitative bar) | Ludii/GDL | rule-description-language coverage of large game spaces | qualitative | cited |
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| D2 implementation weight | boardgame.io | transitive deps / install size | 120 pkgs / 37 MB | measured |
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| D3 throughput | boardgame.io | applied moves/s, 3p workload @5k moves | 1,930 moves/s | measured, bnt-lap001 |
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| D3 scaling | boardgame.io | throughput @20k vs @5k moves | 0.45× (superlinear cost) | measured, bnt-lap001 |
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| D3 memory | boardgame.io | RSS @5k moves | 224 MB | measured, bnt-lap001 |
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| D3 ceiling (adjacent layer) | in-proc event-sourcing (Rust) | events applied/s per core | ~10⁵–10⁶ | cited/estimated — directional, caps our verdict at parity unless we measure a Rust comparator |
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| D3 throughput | boardgame.io (`disableUndo`, best config) | applied moves/s, 3p workload @5k moves | ~1,100 (default config 1,400–1,900; ±25% machine variance) | measured, bnt-lap001 |
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| D3 scaling | boardgame.io (`disableUndo`, best config) | throughput @40k vs @5k moves | 0.66× (default config: 0.45× @20k; both DNF @100k) | measured, bnt-lap001 |
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| D3 memory | boardgame.io | RSS after run, isolated process | ~100 MB @5k → 232 MB @40k | indicative (raw RSS incl. Node baseline) |
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| D4 optionality | Rune | determinism enforced by tooling | static nondeterminism checks | cited |
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| D4 | boardgame.io | replaceability of subsystems | plugin API, but JS-ecosystem-locked; no null/reference impl pattern | observed |
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**Headline benchmark-to-beat for the Clay-Borg kernel (proposed for the
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ADR):** ≥ 100,000 applied events/s sustained with **flat scaling** (throughput
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@100k events within 10% of @5k), deterministic replay bit-identical, on the
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same machine and workload shape as the boardgame.io harness.
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Observation (not a baseline row): no surveyed candidate links numbered
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rules to test scenarios (M-D1-COV-style traceability); any nonzero
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coverage exceeds the field, so this is a direction, not a bar.
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**Headline target for the Clay-Borg kernel (stipulated engineering target,
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not competitor-derived):** ≥ 100,000 applied events/s sustained with **flat
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scaling** (throughput @100k events within 10% of @5k), deterministic replay
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bit-identical, same machine and workload shape as the harness. The
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event-sourcing ceiling row is an estimate; until a Rust comparator is
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measured locally (open follow-up), evidence rows leaning on it cap at
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parity per MetricsAndScenarios §3.
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## Verdict
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- **Per dimension:** D1 — boardgame.io's declarative game object is the bar
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to match; nobody has rule-to-scenario traceability (open surpass lane).
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D2 — boardgame.io's 120-dep footprint is beatable by an order of
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magnitude in Rust. D3 — boardgame.io is slow *and* degrades; the honest
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comparison class is in-proc event sourcing (10⁵–10⁶/s), and our D3
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advantage over boardgame.io is partly language choice — the meaningful
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target is **flat scaling + the 100k/s floor**, not the ×50 headline.
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D4 — Rune's tooling-enforced determinism is the discipline to assimilate;
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no candidate offers a null/reference/optimized port pattern.
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- **What none of them do:** combine deterministic replayable authoritative
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state, first-class simultaneous commit/reveal with hidden-information
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projection, flat per-event cost with snapshots, and an embeddable
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language-portable boundary. That combination is the surpass opportunity.
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- **Risks in these baselines:** the boardgame.io harness measures the
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headless *client* pipeline (includes subscription/log overhead — canonical
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usage, but a bare server-side master could differ); the event-sourcing
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numbers are cited, not locally measured; TTS and Rune numbers are
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qualitative. The D3 event-sourcing row is directional and caps related
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evidence verdicts at parity per MetricsAndScenarios §3.
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- **D1:** boardgame.io's declarative game object is the bar to match for
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compactness; Ludii/GDL is the literature bar for rule-language
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expressiveness. Rule-to-scenario traceability is an open lane no one
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occupies.
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- **D2:** boardgame.io's 120-dep/37 MB footprint is beatable by an order
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of magnitude.
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- **D3:** boardgame.io degrades with history even in its best measured
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configuration; our advantage over it is partly language choice, so the
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meaningful commitment is the stipulated flat-scaling + 100k/s target,
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not the multiplier over boardgame.io.
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- **D4:** Rune's tooling-enforced determinism is the discipline to
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assimilate; no candidate offers a null/reference/optimized port pattern
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or a WIT-style embeddable boundary.
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- **The surpass opportunity, stated precisely:** OpenSpiel covers
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simultaneous-move + imperfect-information *semantics* with deterministic
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replay; boardgame.io covers declarative rules + client projection +
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networking; Rune covers enforced determinism; event sourcing covers
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flat-cost replay with snapshots. **No candidate combines** the semantic
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coverage with a production projection/networking layer, snapshot-bounded
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flat-cost replay, and an embeddable, language-portable capability
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boundary. That combination — not raw speed over an inactive JS library —
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is what the Clay-Borg kernel should be built to demonstrate.
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- **Risks that remain:** event-sourcing D3 row unsourced (estimate;
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parity-cap active); OpenSpiel unmeasured locally; harness measures the
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headless client pipeline (canonical usage — a bare server Master could
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differ); ±25% run-to-run variance on this machine; hidden-info cost
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unmeasured.
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@ -10,6 +10,8 @@ const { Stage } = require('boardgame.io/core');
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const crypto = require('crypto');
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const NUM_MOVES = parseInt(process.argv[2] || '100000', 10);
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const DISABLE_UNDO = process.argv.includes('--disable-undo');
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const SINGLE_RUN = process.argv.includes('--single-run'); // isolated memory measurement
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const NUM_PLAYERS = 3;
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const SyntheticGround = {
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@ -51,7 +53,7 @@ const SyntheticGround = {
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function makeClient(seed) {
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return Client({
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game: { ...SyntheticGround, seed },
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game: { ...SyntheticGround, seed, disableUndo: DISABLE_UNDO },
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numPlayers: NUM_PLAYERS,
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playerID: '0',
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});
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@ -89,13 +91,14 @@ function run(seed, numMoves, collectHash) {
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}
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// --- throughput ---
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const warm = run(42, Math.min(NUM_MOVES, 5000), false); // warmup/JIT
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if (!SINGLE_RUN) run(42, Math.min(NUM_MOVES, 5000), false); // warmup/JIT
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const main = run(42, NUM_MOVES, true);
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const memAfterMain = process.memoryUsage();
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// --- determinism: same seed twice, different seed once ---
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const detA = run(7, 4000, true);
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const detB = run(7, 4000, true);
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const detC = run(8, 4000, true);
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const detA = SINGLE_RUN ? {hash: 'skipped'} : run(7, 4000, true);
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const detB = SINGLE_RUN ? {hash: 'skipped'} : run(7, 4000, true);
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const detC = SINGLE_RUN ? {hash: 'x'} : run(8, 4000, true);
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// --- memory ---
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const mem = process.memoryUsage();
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@ -112,5 +115,8 @@ const result = {
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determinism_diff_seed_differs: detA.hash !== detC.hash,
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rss_mb: Math.round(mem.rss / 1048576),
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heap_mb: Math.round(mem.heapUsed / 1048576),
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rss_after_main_mb: Math.round(memAfterMain.rss / 1048576),
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disable_undo: DISABLE_UNDO,
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single_run: SINGLE_RUN,
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};
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console.log(JSON.stringify(result, null, 2));
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@ -4,13 +4,68 @@
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"machine": "bnt-lap001 (WSL2)",
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"recorded": "2026-07-31",
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"workload": "synthetic-ground 3p commit/reveal (bench.js)",
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"runs": [
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{"applied_moves": 5000, "moves_per_sec": 1930, "elapsed_ms": 2590, "rss_mb": 224},
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{"applied_moves": 10000, "moves_per_sec": 1605, "elapsed_ms": 6232, "rss_mb": 229},
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{"applied_moves": 20000, "moves_per_sec": 870, "elapsed_ms": 22978, "rss_mb": 271},
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{"applied_moves": 100000, "note": "did not finish within 300s; killed"}
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],
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"determinism_same_seed": true,
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"determinism_diff_seed_differs": true,
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"dependency_stats": {"transitive_packages": 120, "node_modules_size": "37M", "core_package_size": "3.9M"}
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}
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"dependency_stats": {
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"transitive_packages": 120,
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"node_modules_size": "37M",
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"core_package_size": "3.9M"
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},
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"runs_default_config": [
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{
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"applied_moves": 5000,
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"moves_per_sec": 1930,
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"elapsed_ms": 2590,
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"rss_mb": 224
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},
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{
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"applied_moves": 10000,
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"moves_per_sec": 1605,
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"elapsed_ms": 6232,
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"rss_mb": 229
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},
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{
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"applied_moves": 20000,
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"moves_per_sec": 870,
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"elapsed_ms": 22978,
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"rss_mb": 271
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},
|
||||
{
|
||||
"applied_moves": 100000,
|
||||
"note": "did not finish within 300s; killed"
|
||||
}
|
||||
],
|
||||
"runs_disable_undo": [
|
||||
{
|
||||
"applied_moves": 5000,
|
||||
"moves_per_sec": 1118,
|
||||
"rss_after_main_mb": 100
|
||||
},
|
||||
{
|
||||
"applied_moves": 10000,
|
||||
"moves_per_sec": 1076,
|
||||
"rss_after_main_mb": 132
|
||||
},
|
||||
{
|
||||
"applied_moves": 20000,
|
||||
"moves_per_sec": 942,
|
||||
"rss_after_main_mb": 153
|
||||
},
|
||||
{
|
||||
"applied_moves": 40000,
|
||||
"moves_per_sec": 733,
|
||||
"elapsed_ms": 54595,
|
||||
"rss_after_main_mb": 232
|
||||
},
|
||||
{
|
||||
"applied_moves": 100000,
|
||||
"note": "did not finish within 240s (single-run mode); killed"
|
||||
}
|
||||
],
|
||||
"controls": {
|
||||
"with_undo_5k_recheck_moves_per_sec": 1439,
|
||||
"run_to_run_variance_note": "\u00b125% observed on identical config (1930 vs 1439 @5k with undo)",
|
||||
"updatePlayerID_calls_per_sec": 466508
|
||||
},
|
||||
"revision": "2026-07-31 post-adversarial-review: added disableUndo runs, isolated memory, controls"
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue