Add game-simulation package with multi-run balance testing, fix stalled-pipeline trap
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Adds a full simulation harness (game-simulation package) with greedy/random strategies,
36-metric diagnostics, multi-run orchestration via child processes, and a statistical
interpreter. Includes 2.3x engine performance optimizations (research bonus caching,
per-DC dirty tracking, reduced allocations in tick pipeline, single-pass loops).

Fixes a critical balance bug where training pipelines stalled on insufficient VRAM would
permanently block training slots — the engine never re-checked stalled pipelines, and the
greedy strategy didn't pre-check VRAM requirements. This caused 20-25% of seeds to get
stuck in Scale-up era. All three fixes (engine un-stalling, strategy VRAM pre-check,
stalled pipeline cancellation) bring pass rate from 75% to 100% across 20 random seeds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-26 06:11:26 -04:00
parent 283c7c7932
commit 102e05c8ba
51 changed files with 4294 additions and 132 deletions
@@ -38,17 +38,18 @@ export function processCompetitors(state: GameState): CompetitorState {
const updated = { ...rival };
// Freshness decay each tick
updated.modelFreshness = Math.max(0, updated.modelFreshness - FRESHNESS_DECAY_RATE);
// Developer ecosystem growth based on personality
const ecoGrowth = rival.personality.openSourceTendency * 0.1 + rival.personality.marketingFocus * 0.05;
updated.developerEcosystemScore = Math.min(100,
updated.developerEcosystemScore + ecoGrowth * 0.01,
);
// Catch-up: if any market share < threshold, cut prices
const minShare = Math.min(...Object.values(updated.marketShares));
const shares = Object.values(updated.marketShares);
let minShare = shares[0];
for (let i = 1; i < shares.length; i++) {
if (shares[i] < minShare) minShare = shares[i];
}
if (minShare < COMPETITOR_CATCHUP_SHARE_THRESHOLD) {
updated.pricingStrategy = {
...updated.pricingStrategy,
@@ -61,7 +62,6 @@ export function processCompetitors(state: GameState): CompetitorState {
return updated;
}
// Milestone reached — capability jump + model release
const { personality } = rival;
const capGrowth = (2 + personality.researchFocus * 5 + personality.riskTolerance * 3) *
(1 + tick * 0.00005);
@@ -84,7 +84,6 @@ export function processCompetitors(state: GameState): CompetitorState {
const modelIdx = Math.floor(updated.estimatedCapability / 10);
updated.latestModelName = `${rival.name.split(' ')[0]}-${modelNames[Math.min(modelIdx, modelNames.length - 1)]}`;
// Model release resets freshness
updated.modelFreshness = 1.0;
updated.lastModelReleaseTick = tick;
@@ -96,11 +95,12 @@ export function processCompetitors(state: GameState): CompetitorState {
return updated;
});
const allCaps = [
...rivals.filter(r => r.status === 'active').map(r => r.estimatedCapability),
state.models.bestDeployedModelScore,
];
const industryBenchmark = allCaps.length > 0 ? Math.max(...allCaps) : 0;
let industryBenchmark = state.models.bestDeployedModelScore;
for (const r of rivals) {
if (r.status === 'active' && r.estimatedCapability > industryBenchmark) {
industryBenchmark = r.estimatedCapability;
}
}
return { rivals, industryBenchmark };
}