clay-borg/specs/GameKernel.md
tegwick 0c1eb9ecba ADR-0004: ratify AM-4a and AM-4b (maintainer decision)
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>
2026-07-31 09:45:35 +02:00

11 KiB
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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. fold is infallible: every validation that could fail happens in validate, so a logged event always applies.
  • K2 Commands carry: CommandId, issuing PlayerId (or System), round number, and payload. Duplicate CommandId within 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); HashMap is forbidden in games/* 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 EventId it includes. snapshot + remaining events → state must 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 --replay re-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 activePlayers shape): 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 (and Spectator), a total function project(&State) → PlayerView that structurally cannot include: other players' unrevealed commitments, face-down problem identities, other players' hands. Projections are derived views — never inputs to validate/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/fold and 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-runtime exposes the scenario runner as a library; a thin binary (cb-sim, precursor of cb sim) runs scenarios/ground/*.yaml per MetricsAndScenarios §2: setup presets, ordered actor-tagged commands, partial end-state assertions, covers, rejects, optional state_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 ~1,1001,900 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 0.450.66× @2040k, 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 10⁵10⁶/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.