Discharges the open item T07 raised. Values unchanged at 250,000 and 350,000; what was missing was a reviewed decision behind them, since they had been set by the implementer in the commit that measured them and that also changed the feature gating being measured. The ADR supplies the argument T07's test requires -- why the targets bind on FUTURE work rather than merely passing present work: AM-4a leaves 3,750 lines of headroom (1.5%), about one small crate, so any new shipped-runtime dependency breaches it almost immediately. That is intended: the shipped runtime should be effectively frozen. AM-4b leaves 32,979 lines (10.4%), deliberately looser -- dev tooling should absorb one moderate dependency without a spec change, not two. Both are ceilings on a quantity that only grows by choice. Nothing drifts across them; only adding a dependency does. Falsification condition stated: if a later pass raises AM-4a to accommodate a dependency it wants, that is the failure the ceiling exists to catch, and the answer is an ADR arguing for the dependency. First ADR written under the correction/retarget test; sets the shape. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
11 KiB
Game Kernel — specification and acceptance metrics
Status: v0.1 draft — implements ADR-0002 (reimplement in Rust,
assimilate patterns). Governs crates cb-kernel, cb-events,
cb-game-runtime, and the first game package games/ground.
Baselines referenced: research/CB-RES-0001-game-kernel.md.
Instruments: specs/MetricsAndScenarios.md. Rules content:
specs/GroundRules.md.
The kernel is the authoritative semantic layer of the Clay-Borg architecture (Blueprint §1): headless, deterministic, replayable. No rendering, no physics, no networking — those attach later through ports and must never leak types into anything specified here (M-D4-LEAK = 0).
1. Crate boundaries
| Crate | Owns | Must not know about |
|---|---|---|
cb-kernel |
canonical IDs, RNG service, command/event/fold traits, clock-free tick model | any concrete game, serialization format details |
cb-events |
event envelope, append-only log, snapshots, canonical serialization, state hashing | game semantics |
cb-game-runtime |
round/phase machinery, simultaneous commit windows, per-player projections, scenario-runner API | GROUND specifics |
games/ground |
GROUND rules: state aggregate, commands, events, reducers per specs/GroundRules.md | anything below cb-game-runtime's public API |
Dependency rule: games/ground → cb-game-runtime → cb-events → cb-kernel.
No cycle, no skip that bypasses a public API. External crates allowed in
the headless kernel workspace: serde (+format crate), a seedable RNG
(e.g. chacha), a hash (sha2), thiserror-class error derive. Weight is
budgeted as third-party source under audit, split by build
configuration — see AM-4.
Scenario parsing is dev-only. cb-game-runtime's scenarios feature
carries the YAML dependency; a shipped game runtime builds with
--no-default-features and parses no YAML. Workspace dependencies on
cb-game-runtime and games-ground therefore set
default-features = false, and consumers that need scenarios (currently
cb-sim) opt in explicitly.
2. Canonical model
2.1 Identifiers (cb-kernel)
Newtyped, copyable, ordered: GameId, PlayerId, EntityId
(problems, tokens, relations), CommandId, EventId (monotonic
u64 sequence per game), Seed (u64). No UUIDs inside the hot
path; string forms only at the boundary.
2.2 The mutation pipeline (assimilated: cqrs-es pattern)
Command (actor-tagged intent)
→ validate(&State, &Command) → Result<Vec<Event>, Rejection>
→ fold(&mut State, &Event) # infallible, total
→ EventLog::append(events) # with per-event hash chaining
- K1 All state change flows through events; there is no other mutator.
foldis infallible: every validation that could fail happens invalidate, so a logged event always applies. - K2 Commands carry:
CommandId, issuingPlayerId(orSystem), round number, and payload. DuplicateCommandIdwithin a game is rejected (idempotency). - K3 Rejections are typed and testable (
Rejection::StressGate,::NotYourTarget,::SlotOccupied, …); scenarios assert on them (expect.rejects). - K4 Events are closed enums per game package, serialized through a
versioned envelope:
{seq, game_id, round, kind, payload, schema_ver}.
2.3 Determinism (assimilated: Rune's enforced discipline)
- K5 The only randomness source is the kernel RNG service, seeded from
Seed; RNG draws are themselves events (or deterministically derived from the event sequence) so replay never re-rolls. - K6 No ambient time, no OS entropy, no pointer/hash iteration order:
all iterated collections in semantic state are ordered (
BTreeMap/Vec);HashMapis forbidden ingames/*state. Enforced by lint/deny in CI, not convention (AM-8). - K7 State hash = SHA-256 over the canonical serialization of the aggregate; computed on demand and recorded at round End events.
- K8 Double-run invariant: the scenario runner executes every scenario twice with the same seed and fails on any hash divergence (MetricsAndScenarios §2).
2.4 Snapshots and replay (cb-events)
- K9 A snapshot is the canonical serialization of the full aggregate +
the
EventIdit includes.snapshot + remaining events → statemust be hash-identical to a from-genesis fold (AM-7). - K10 A replay bundle (
.cbreplay, MetricsAndScenarios §4) contains manifest, command log, initial snapshot, and failed expectations; the runner's--replayre-executes it bit-identically. - K11 Log format is append-only, length-prefixed, versioned; a truncated tail is detected, not silently accepted.
2.5 Simultaneity and hidden information (cb-game-runtime)
- K12 Commit window primitive (assimilated: GROUND's Select/Reveal,
boardgame.io
activePlayersshape): the runtime opens a window naming the players who must submit; submissions are recorded as commitment events whose payload is hidden in projections until the window's reveal event; late/duplicate submissions are Rejections. - K13 Projection (assimilated: OpenSpiel information states): for each
PlayerId(andSpectator), a total functionproject(&State) → PlayerViewthat structurally cannot include: other players' unrevealed commitments, face-down problem identities, other players' hands. Projections are derived views — never inputs tovalidate/fold. - K14 The GROUND round (GR-R01..R09) is expressed through runtime primitives: one commit window per Select, reveal, then fixed-order resolution steps with Lead-order iteration (GR-R06/R07) driven by system commands.
2.6 GROUND aggregate (games/ground)
- K15 State implements specs/GroundRules.md §1 exactly; every GR-rule
is realized in
validate/foldand cross-referenced by rule ID in doc comments, giving a greppable rule→code→scenario chain. - K16 U-item defaults (GroundRules §Underdetermined) are implemented
behind clearly named functions so a ground-game ruling is a localized
change; their scenarios carry
provisional: true.
3. Scenario runner and CLI surface
- K17
cb-game-runtimeexposes the scenario runner as a library; a thin binary (cb-sim, precursor ofcb sim) runsscenarios/ground/*.yamlper MetricsAndScenarios §2: setup presets, ordered actor-tagged commands, partial end-state assertions,covers,rejects, optionalstate_hash. - K18 Benchmarks are Criterion benches driving the same scenario format at scale (MetricsAndScenarios §3); the synthetic workload mirrors the CB-RES-0001 harness shape (3 players, commit/reveal rounds) for same-shape comparison.
4. Acceptance metrics
On AM-4's retarget (2026-07-31). Ratified by ADR-0004 on 2026-07-31; the headroom argument for why these ceilings bind on future work lives there. AM-4 originally read "≤20 transitive crates", set against boardgame.io's 120 npm packages. That target was retired for two measured reasons. First, it was unreachable without undoing this spec's own contracts: K5 (seeded ChaCha) and K7 (SHA-256) cost 12 crates between them, and the measured ladder showed nothing reached 20 except reimplementing one of those primitives — which trades an audited implementation for a scoreboard number. Second, crate count does not compare across ecosystems: Rust splits crates far more finely than npm, so the original 33-vs-120 comparison flattered us while the ≤20 target punished us, both for the same reason.
Third-party source under audit is what the count was a proxy for, it is comparable across ecosystems, and it cannot be gamed by crate granularity. Splitting it by build configuration also makes the dev/shipped distinction visible, which the single number hid. (the code loop's exit condition)
Per InnerLoop step 4/5: T08 iterates until every row meets its target;
evidence lands in evidence/CB-EV-0001-game-kernel.md with no
unmeasured. Baselines from CB-RES-0001; cited-only rows cap at parity.
| ID | Metric | Baseline (CB-RES-0001) | Target | Verdict basis |
|---|---|---|---|---|
| AM-1 | M-D1-COV: GR-rules covered by ≥1 passing scenario | no candidate has any (observation) | 100% of GR + U rules | measured by runner report |
| AM-2 | M-D1-SPL: spec lines per rule in games/ground rules code (impl LOC ÷ rule count) |
boardgame.io ~36 LOC for the 2-move synthetic game | ≤ 40 LOC/rule, paired with AM-1 (anti-gaming pair) | measured (tokei + rule count) |
| AM-3 | Synthetic-workload definition size: LOC to express the CB-RES-0001 synthetic game on our kernel | ~36 LOC (boardgame.io, measured) | ≤ 50 LOC | measured |
| AM-4a | M-D2-DEP: third-party LOC, shipped runtime (--no-default-features) |
boardgame.io: 120 npm packages / 3.9M LOC | ≤ 250,000 lines | measured (make dep-weight) |
| AM-4b | M-D2-DEP: third-party LOC, dev toolchain (default features) | as above | ≤ 350,000 lines | measured (make dep-weight) |
| AM-4c | M-D2-DEP: own source per third-party 100k lines | — | reported, not targeted | measured (make dep-weight) |
| AM-5 | M-D2-BLD: clean release build of headless workspace | n/a (npm install ~seconds; not comparable) | ≤ 60 s on bnt-lap001, recorded not gated | measured |
| AM-6 | M-D3-THR: applied events/s, synthetic workload, same machine | boardgame.io ~1,100–1,900 moves/s (best config, degrading) | ≥ 100,000/s (stipulated target, ADR-0002) | measured |
| AM-7 | M-D3 scaling: throughput @100k events vs @5k; and snapshot+replay of 100k events | boardgame.io 0.45–0.66× @20–40k, DNF @100k | ≥ 0.9× (flat), replay of 100k events ≤ 5 s, hash-identical | measured |
| AM-8 | Determinism invariant: N=10 same-seed replays, bit-identical hashes; HashMap-in-state deny lint clean | Rune: enforced by tooling (cited) | zero divergence, lint clean in CI | measured (invariant, not a verdict row) |
| AM-9 | M-D3-MEM: peak RSS, 100k-event synthetic run | boardgame.io ~100→232 MB @5k→40k (indicative) | ≤ 64 MB, flat with history given snapshot interval | measured (indicative label, same method) |
| AM-10 | M-D4-LEAK: foreign types in cb-*-api-visible signatures |
boardgame.io: JS-ecosystem-locked | 0 | measured (grep/deny rule) |
| AM-11 | M-D4-SWAP: null + reference impls passing one conformance suite | no candidate has the pattern | RNG and log storage each have ≥2 impls (real + test/null) under one suite | measured (bool) |
| AM-12 | M-D2-TOK / M-D2-CST: tokens and USD per completed task | n/a — first pass sets our own baseline | recorded per task in the evidence cost log (price sheet 2026-07-31) | recorded, not gated |
Comparisons against the event-sourcing 10⁵–10⁶/s estimate stay parity until a local Rust comparator is measured (open follow-up from the adversarial review).
5. Out of scope for this pass
Networking/session protocol, WIT/Wasm game boundary, ECS world layer, rendering, persistence beyond file snapshots, host migration, and any second game. Each arrives through its own loop pass with its own survey.