T03: game-kernel SOTA survey with measured boardgame.io baseline harness
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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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