8.1 KiB
CB-RES-0001: game-state kernel
capability: game.kernel.authoritative-state status: draft # becomes approved only after adversarial review (T04) tier: L (structural L, chaos roll pending at T04 declaration — see history trail) runnable-baseline: invoked — harness in research/CB-RES-0001-harness/boardgame-io/
Survey of the best existing implementations of a turn/phase game-state kernel: deterministic authoritative state, command → validation → events, simultaneous commit/reveal, hidden information, replay. Conducted 2026-07-31; research trail in history/260731-game-kernel-research.md.
Candidates
1. boardgame.io 0.50.2 (JS/TS) — measured
The most direct comparator: a declarative turn-based game engine.
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Data model: single plain-object
G(game state) + frameworkctx(turn/phase bookkeeping). Game defined declaratively:setup,moves,phases,turn.stages. -
Mutation: moves are reducer functions run through Redux + Immer; mutate a draft, framework produces immutable next state and appends to an action log (basis for time travel).
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Determinism/replay: seeded RNG via
randomplugin; log + seed give replay and time travel. Measured: same seed → identical state hash across runs; different seed diverges. ✅ -
Hidden information:
playerViewprojection (e.g.STRIP_SECRET) — server strips secret state per player. -
Simultaneous actions:
activePlayersstages give simultaneous move windows; no built-in cryptographic commit/reveal — commitment is plain state the server can see (fine for server-authoritative, nothing for peer settings). -
Maturity: 12.4k GitHub stars, but inactive — last npm release 0.50.2 ≈ 4 years ago (Snyk: "maintenance: Inactive").
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Measured performance (our harness, synthetic 3-player GROUND-shaped commit/reveal workload, Node v24, this machine
bnt-lap001):applied moves moves/s elapsed RSS 5,000 1,930 2.6 s 224 MB 10,000 1,605 6.2 s 229 MB 20,000 870 23.0 s 271 MB 100,000 did not finish in 300 s — — Per-move cost grows with history length (log accumulation + state pipeline): throughput halves as move count doubles — superlinear total cost. This is architectural (unbounded redux log per client), not a tuning artifact.
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Weight: 120 transitive npm packages, 37 MB
node_modules, core package 3.9 MB.
2. Tabletop Simulator scripting model (Lua) — cited
The dominant commercial virtual tabletop; reference for tabletop semantics, not a rules kernel.
- Data model: none authoritative — game state is the physical scene;
Lua state serialized as strings into the save JSON (
onSave/onLoad). - Mutation: imperative Lua in a Global script + per-object scripts with event hooks; no move validation or rules engine — rules are social, physics is primary (sandbox mode in Clay-Borg terms).
- Determinism/replay: none. Hidden info via hand zones (engine feature, not a projection model).
- Valuable as the pattern source for object-attached behavior and hand zones; architecturally the anti-model for an authoritative kernel.
3. Rune SDK (JS) — cited
Modern (active, 2024–2026) deterministic multiplayer engine for casual web games.
- Data model/mutation: pure
logic.js— game state + action functions, statically checked for nondeterminism (mutation escape,Math.randompatched deterministic). - Sync: predict-rollback: all clients + server simulate the same deterministic logic; server authoritative, clients predict. Strongest determinism discipline of the candidates — enforced by tooling, not convention.
- Limits: platform-bound (Rune's hosted app ecosystem), not an embeddable open kernel; no phase/stage framework, hidden-information projection, or event-sourced replay surface comparable to boardgame.io.
4. Event-sourcing kernels (Rust cqrs-es pattern / EventStoreDB) — cited
The general-purpose form of our mutation pipeline (command → validate → events → fold).
- Aggregates validate commands and emit events; state is a fold over the append-only log; snapshots bound replay cost. Replay/audit are native.
- Performance (cited/estimated): in-process Rust event application is memory-bandwidth-bound — order 10⁵–10⁶ small events/s per core is the commonly reported range for fold-style aggregates; dedicated stores (EventStoreDB) sustain tens of thousands of appends/s over the network. No game semantics: phases, visibility, simultaneity all DIY.
5. bevy_ecs 0.x (Rust) — cited
Archetypal ECS; the world/spatial layer in our architecture, surveyed as a kernel candidate for completeness.
- Cache-friendly iteration: millions of entity-component accesses per frame (cited from Bevy's own benches; ns-scale per component access).
- No authoritative command/event pipeline, no replay, no hidden-info projection; determinism requires care (system ordering, hash maps). Confirms the ADR-anticipated split: ECS for world representation, typed aggregates for the semantic kernel — not a competitor on this capability.
Baselines (benchmark-to-beat)
| Dimension | Baseline holder | Metric | Value | Provenance |
|---|---|---|---|---|
| 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) |
| D1 | — (no candidate) | rule-to-scenario traceability (M-D1-COV) | 0 % — none of the candidates link rules to tests | measured/observed |
| D2 implementation weight | boardgame.io | transitive deps / install size | 120 pkgs / 37 MB | measured |
| D3 throughput | boardgame.io | applied moves/s, 3p workload @5k moves | 1,930 moves/s | measured, bnt-lap001 |
| D3 scaling | boardgame.io | throughput @20k vs @5k moves | 0.45× (superlinear cost) | measured, bnt-lap001 |
| D3 memory | boardgame.io | RSS @5k moves | 224 MB | measured, bnt-lap001 |
| 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 |
| D4 optionality | Rune | determinism enforced by tooling | static nondeterminism checks | cited |
| D4 | boardgame.io | replaceability of subsystems | plugin API, but JS-ecosystem-locked; no null/reference impl pattern | observed |
Headline benchmark-to-beat for the Clay-Borg kernel (proposed for the ADR): ≥ 100,000 applied events/s sustained with flat scaling (throughput @100k events within 10% of @5k), deterministic replay bit-identical, on the same machine and workload shape as the boardgame.io harness.
Verdict
- Per dimension: D1 — boardgame.io's declarative game object is the bar to match; nobody has rule-to-scenario traceability (open surpass lane). D2 — boardgame.io's 120-dep footprint is beatable by an order of magnitude in Rust. D3 — boardgame.io is slow and degrades; the honest comparison class is in-proc event sourcing (10⁵–10⁶/s), and our D3 advantage over boardgame.io is partly language choice — the meaningful target is flat scaling + the 100k/s floor, not the ×50 headline. D4 — Rune's tooling-enforced determinism is the discipline to assimilate; no candidate offers a null/reference/optimized port pattern.
- What none of them do: combine deterministic replayable authoritative state, first-class simultaneous commit/reveal with hidden-information projection, flat per-event cost with snapshots, and an embeddable language-portable boundary. That combination is the surpass opportunity.
- Risks in these baselines: the boardgame.io harness measures the headless client pipeline (includes subscription/log overhead — canonical usage, but a bare server-side master could differ); the event-sourcing numbers are cited, not locally measured; TTS and Rune numbers are qualitative. The D3 event-sourcing row is directional and caps related evidence verdicts at parity per MetricsAndScenarios §3.