T03: game-kernel SOTA survey with measured boardgame.io baseline harness
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history/260731-game-kernel-research.md
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# 2026-07-31 — game-kernel research trail (CB-RES-0001, T03)
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How the survey was actually conducted, per InnerLoop §Step 2. Session:
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custodian on claude-fable-5.
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## Sources and queries
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1. WebSearch `boardgame.io maintained status 2026 alternative open source
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board game engine framework` → Snyk maintenance page (key fact:
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**Inactive, v0.50.2, last publish ~4 years ago**), GitHub issue #1150
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("What's the state of the project?"), Vassal as the named alternative
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(module player for humans, no programmable rules kernel — not pursued
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as a kernel candidate).
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2. WebFetch `github.com/boardgameio/boardgame.io` → 12.4k stars, 830 forks,
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1,894 commits; feature list (phases, log/time-travel, multiplayer sync).
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3. WebFetch `boardgame.io/documentation/#/` → **dead end**: docsify SPA,
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no content server-side. Architecture facts were instead verified from
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the installed package source (`node_modules/boardgame.io`) during
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harness construction (Redux + Immer pipeline, plugins incl. seeded
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`random`, `playerView`/`STRIP_SECRET`, `activePlayers` stages).
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4. WebSearch `Rune games SDK deterministic logic.js …` →
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developers.rune.ai docs: deterministic-JS enforcement (patched
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`Math.random`, static checks), predict-rollback sync model.
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5. WebFetch `api.tabletopsimulator.com` → Global vs Object scripts, Lua
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state persisted as strings in save JSON; deeper pages not fetched —
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remaining TTS characterization (no move validation, hand zones,
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no replay) is prior knowledge, marked *cited* in the survey.
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6. Event-sourcing and bevy_ecs performance figures are **cited/estimated**
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from general engineering knowledge (cqrs-es aggregate pattern,
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EventStoreDB append throughput class, Bevy's published bench claims) —
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not fetched this session. Flagged as directional in the survey;
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parity-cap rule applies.
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## Harness (measured baseline)
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`research/CB-RES-0001-harness/boardgame-io/bench.js` — boardgame.io 0.50.2,
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headless `Client`, synthetic 3-player GROUND-shaped workload (relationship
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map, hands, commit list, resolve step), seeded, SHA-256 state hash.
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Dead ends and fixes:
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- **v1 harness used `turn.stages` + `setActivePlayers` events** to model
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the commit/reveal windows faithfully. The client rejected the moves
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("disallowed move/event") — stage gating plus client-sent events needs
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more setup than the bench warrants. Rewrote with flat top-level moves and
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`activePlayers: {all: Stage.NULL}`. Fidelity cost: stage-machinery
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overhead is *not* measured; the reducer/log pipeline (the thing we
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benchmark) is. Noted in the survey's risk paragraph.
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- Side-effect: the v1 "8.4 s for 100k moves" figure was garbage — moves
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were being rejected, so it measured no-ops. Discarded.
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- **100k-move run did not finish in 300 s** and was killed. Reran at
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5k/10k/20k, which exposed the real story: throughput halves as history
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doubles (1,930 → 1,605 → 870 moves/s). The degradation is the finding;
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a single big-N number would have hidden it.
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- A stray broken edit left duplicate code in bench.js (syntax error);
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fixed before the measured runs. Measurements reported in the survey are
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from the clean file only.
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Environment: Node v24.11.1, bnt-lap001 (WSL2), single process, no other
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load control — numbers are same-machine comparable per MetricsAndScenarios
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§3, not lab-grade.
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## What was deliberately not done
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- No local measurement of a Rust event-sourcing comparator (would harden
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the D3 ceiling row; candidate follow-up if the adversarial review demands
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it).
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- Vassal, Tabletopia, Phaser/Godot examined only far enough to exclude:
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none is a programmable authoritative rules kernel.
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- boardgame.io server-side master (no client subscription) not separately
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benchmarked; harness measures canonical client usage.
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research/CB-RES-0001-game-kernel.md
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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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runnable-baseline: invoked — harness in research/CB-RES-0001-harness/boardgame-io/
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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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---
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## Candidates
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### 1. boardgame.io 0.50.2 (JS/TS) — measured
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The most direct comparator: a declarative turn-based game engine.
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- **Data model:** single plain-object `G` (game state) + framework `ctx`
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(turn/phase bookkeeping). Game defined declaratively: `setup`, `moves`,
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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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- **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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- **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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- **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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| applied moves | moves/s | elapsed | RSS |
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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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**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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- **Weight:** 120 transitive npm packages, 37 MB `node_modules`, core
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package 3.9 MB.
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### 2. Tabletop Simulator scripting model (Lua) — cited
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The dominant commercial virtual tabletop; reference for *tabletop
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semantics*, not a rules kernel.
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- **Data model:** none authoritative — game state *is* the physical scene;
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Lua state serialized as strings into the save JSON (`onSave`/`onLoad`).
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- **Mutation:** imperative Lua in a Global script + per-object scripts with
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event hooks; **no move validation or rules engine** — rules are social,
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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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### 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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- **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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### 4. Event-sourcing kernels (Rust `cqrs-es` pattern / EventStoreDB) — cited
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The general-purpose form of our mutation pipeline (command → validate →
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events → fold).
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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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### 5. bevy_ecs 0.x (Rust) — cited
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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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- 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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---
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## Baselines (benchmark-to-beat)
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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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| 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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| 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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## 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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research/CB-RES-0001-harness/boardgame-io/.gitignore
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node_modules/
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package-lock.json
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research/CB-RES-0001-harness/boardgame-io/bench.js
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// Baseline harness for CB-RES-0001 — boardgame.io v0.50.2, headless client.
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// Measures: (1) throughput of applying moves to authoritative state,
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// (2) determinism across two seeded runs, (3) commit/reveal-style stage flow.
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// Fidelity note: synthetic GROUND-shaped workload (3 players, relationship
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// map, per-player hands, commit list), not a real GROUND implementation.
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// Run: node bench.js [numMoves]
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const { Client } = require('boardgame.io/client');
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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 NUM_PLAYERS = 3;
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const SyntheticGround = {
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name: 'synthetic-ground',
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setup: ({ ctx }) => ({
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round: 0,
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relationships: {}, // "a->b" -> {kind, strength}
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hands: Object.fromEntries(
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Array.from({ length: ctx.numPlayers }, (_, i) => [String(i), Array.from({ length: 7 }, (_, c) => c)])
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),
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committed: {},
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revealed: [],
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score: Object.fromEntries(Array.from({ length: ctx.numPlayers }, (_, i) => [String(i), 0])),
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}),
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moves: {
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commitAction: ({ G, playerID, random }, targetOffset) => {
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const target = String((Number(playerID) + targetOffset) % NUM_PLAYERS);
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const card = G.hands[playerID].length > 0 ? G.hands[playerID][0] : random.D6();
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G.committed[playerID] = { target, card };
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},
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resolveAll: ({ G, random }) => {
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const order = Object.keys(G.committed).sort();
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for (const p of order) {
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const { target, card } = G.committed[p];
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const key = `${p}->${target}`;
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const rel = G.relationships[key] || { kind: 'rivalry', strength: 0 };
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rel.strength = (rel.strength + card + random.D6()) % 10;
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G.relationships[key] = rel;
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G.score[p] += rel.strength;
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G.revealed.push({ p, target, card });
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if (G.revealed.length > 50) G.revealed.shift();
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}
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G.committed = {};
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G.round += 1;
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},
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},
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turn: { activePlayers: { all: Stage.NULL } },
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};
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function makeClient(seed) {
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return Client({
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game: { ...SyntheticGround, seed },
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numPlayers: NUM_PLAYERS,
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playerID: '0',
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});
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}
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function stateHash(client) {
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const { G } = client.getState();
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return crypto.createHash('sha256').update(JSON.stringify(G)).digest('hex');
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}
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function run(seed, numMoves, collectHash) {
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const client = makeClient(seed);
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// Drive all players through commit windows via events/moves.
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// Each "round" = NUM_PLAYERS commitAction moves + 1 resolveAll.
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const rounds = Math.floor(numMoves / (NUM_PLAYERS + 1));
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const t0 = process.hrtime.bigint();
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for (let r = 0; r < rounds; r++) {
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for (let p = 0; p < NUM_PLAYERS; p++) {
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client.updatePlayerID(String(p));
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client.moves.commitAction(1 + (r % (NUM_PLAYERS - 1)));
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}
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client.updatePlayerID('0');
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client.moves.resolveAll();
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}
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const t1 = process.hrtime.bigint();
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const elapsedMs = Number(t1 - t0) / 1e6;
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const applied = rounds * (NUM_PLAYERS + 1);
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return {
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applied,
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elapsedMs,
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movesPerSec: Math.round(applied / (elapsedMs / 1000)),
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hash: collectHash ? stateHash(client) : null,
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finalRound: client.getState().G.round,
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};
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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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const main = run(42, NUM_MOVES, true);
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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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// --- memory ---
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const mem = process.memoryUsage();
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const result = {
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library: 'boardgame.io@0.50.2',
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node: process.version,
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workload: `synthetic-ground ${NUM_PLAYERS}p commit/reveal`,
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applied_moves: main.applied,
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elapsed_ms: Math.round(main.elapsedMs),
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moves_per_sec: main.movesPerSec,
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final_round: main.finalRound,
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determinism_same_seed: detA.hash === detB.hash,
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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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};
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console.log(JSON.stringify(result, null, 2));
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research/CB-RES-0001-harness/boardgame-io/package.json
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research/CB-RES-0001-harness/boardgame-io/package.json
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{
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"name": "boardgame-io",
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"version": "1.0.0",
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"description": "",
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"main": "index.js",
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"scripts": {
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"keywords": [],
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"author": "",
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"license": "ISC",
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"type": "commonjs",
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"dependencies": {
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"boardgame.io": "^0.50.2"
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}
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}
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{
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"library": "boardgame.io@0.50.2",
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"node": "v24.11.1",
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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},
|
||||
{"applied_moves": 100000, "note": "did not finish within 300s; killed"}
|
||||
],
|
||||
"determinism_same_seed": true,
|
||||
"determinism_diff_seed_differs": true,
|
||||
"dependency_stats": {"transitive_packages": 120, "node_modules_size": "37M", "core_package_size": "3.9M"}
|
||||
}
|
||||
|
|
@ -77,7 +77,7 @@ contains. These are the instruments the loop measures with; without them
|
|||
|
||||
```task
|
||||
id: CB-WP-0001-T03
|
||||
status: todo
|
||||
status: done
|
||||
priority: high
|
||||
state_hub_task_id: "8dec6577-9397-40ee-b99b-9119dcdac115"
|
||||
```
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue