Add complete game loop: training, revenue, market, offline catch-up

- Model training system: training jobs produce TrainedModels with
  calculated capabilities based on compute, data, and research
- Market system: organic API demand and consumer subscriptions now
  generate real revenue from deployed models
- Talent system: salary costs calculated from department headcount
- Toast notification system for game events (training complete, etc.)
- Offline catch-up: progress bar + summary screen when returning
- Market page: pricing controls for API and subscription products
- Finance page: income statement, cash charts, funding history
- Tick processor now runs all 7 systems in correct dependency order

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-24 17:02:58 -04:00
parent fdc8e544ae
commit 9a48c188ad
12 changed files with 757 additions and 21 deletions
+1
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@@ -1,2 +1,3 @@
export { GameEngine } from './engine';
export { processTick } from './tick';
export type { TickNotification } from './tick';
@@ -10,6 +10,7 @@ export interface MarketTickResult {
marketState: MarketState;
apiRevenue: number;
subscriptionRevenue: number;
totalTokenDemand: number;
}
export function processMarket(state: GameState, compute: ComputeState): MarketTickResult {
@@ -21,40 +22,68 @@ export function processMarket(state: GameState, compute: ComputeState): MarketTi
const chatProduct = state.models.productLines.find(p => p.type === 'chat-product');
const textApi = state.models.productLines.find(p => p.type === 'text-api');
// --- Consumer market (subscription product) ---
const consumers = { ...state.market.consumers };
let subscriptionRevenue = 0;
if (chatProduct?.isActive && bestModel) {
const growthRate = CONSUMER_BASE_GROWTH + modelQuality * CONSUMER_QUALITY_GROWTH_MULTIPLIER;
const churnRate = CONSUMER_BASE_CHURN * (1 + (1 - consumers.satisfaction));
const priceAttractiveness = Math.max(0, 1 - chatProduct.pricing.subscriptionPrice / 100);
const growthRate = (CONSUMER_BASE_GROWTH + modelQuality * CONSUMER_QUALITY_GROWTH_MULTIPLIER) * (0.5 + priceAttractiveness * 0.5);
const churnRate = CONSUMER_BASE_CHURN * (1 + (1 - consumers.satisfaction) * 2);
consumers.growthRatePerTick = growthRate;
consumers.churnRatePerTick = churnRate;
const newSubs = consumers.totalSubscribers * growthRate;
const lostSubs = consumers.totalSubscribers * churnRate;
consumers.totalSubscribers = Math.max(0, consumers.totalSubscribers + newSubs - lostSubs);
if (consumers.totalSubscribers < 10 && modelQuality > 0) {
consumers.totalSubscribers += 1;
if (consumers.totalSubscribers < 50 && modelQuality > 0.1) {
consumers.totalSubscribers += 2 + modelQuality * 5;
}
const loadPenalty = compute.inferenceUtilization > 0.9
? (compute.inferenceUtilization - 0.9) * 5
: 0;
consumers.satisfaction = Math.min(1, Math.max(0,
0.3 + modelQuality * 0.5 + (1 - compute.inferenceUtilization) * 0.2,
0.3 + modelQuality * 0.5 + (1 - Math.min(1, compute.inferenceUtilization)) * 0.2 - loadPenalty,
));
consumers.viralCoefficient = modelQuality > 0.5 ? 1 + (modelQuality - 0.5) * 2 : 0;
subscriptionRevenue = consumers.totalSubscribers * (chatProduct.pricing.subscriptionPrice / 2592000);
}
const subscriptionRevenue = chatProduct?.isActive
? consumers.totalSubscribers * (chatProduct.pricing.subscriptionPrice / 30 / 24 / 3600)
: 0;
// --- B2B API market (organic demand based on model quality + reputation) ---
const enterprise = { ...state.market.enterprise };
let apiRevenue = 0;
let organicApiTokens = 0;
if (textApi?.isActive && bestModel) {
let totalTokens = 0;
const reputationFactor = state.reputation.score / 100;
const qualityFactor = modelQuality;
const priceFactor = Math.max(0.1, 1 - (textApi.pricing.outputTokenPrice / 20));
organicApiTokens = Math.floor(
qualityFactor * reputationFactor * priceFactor * 50000 * (1 + state.meta.tickCount * 0.0001),
);
let contractTokens = 0;
for (const contract of enterprise.activeContracts) {
totalTokens += contract.tokensPerTick;
contractTokens += contract.tokensPerTick;
apiRevenue += (contract.tokensPerTick / 1_000_000) * contract.pricePerMToken;
}
enterprise.totalApiCallsPerTick = totalTokens / API_TOKENS_PER_REQUEST;
const totalApiTokens = organicApiTokens + contractTokens;
apiRevenue += (organicApiTokens / 1_000_000) * textApi.pricing.outputTokenPrice;
enterprise.totalApiCallsPerTick = totalApiTokens / API_TOKENS_PER_REQUEST;
}
const totalTokenDemand = organicApiTokens +
consumers.totalSubscribers * 100 +
enterprise.activeContracts.reduce((s, c) => s + c.tokensPerTick, 0);
return {
marketState: {
...state.market,
@@ -63,5 +92,6 @@ export function processMarket(state: GameState, compute: ComputeState): MarketTi
},
apiRevenue,
subscriptionRevenue,
totalTokenDemand,
};
}
@@ -0,0 +1,92 @@
import type { GameState, ModelsState, TrainedModel, ModelCapabilities } from '@ai-tycoon/shared';
export interface ModelTickResult {
modelsState: ModelsState;
modelCompleted: TrainedModel | null;
}
export function processModels(state: GameState): ModelTickResult {
const active = state.models.activeTraining;
if (!active) {
return { modelsState: state.models, modelCompleted: null };
}
const researcherBoost = state.talent.departments.research.headcount *
state.talent.departments.research.effectiveness;
const engineerBoost = state.talent.departments.engineering.headcount *
state.talent.departments.engineering.effectiveness;
const speedMultiplier = 1 + (researcherBoost + engineerBoost) * 0.05;
const newProgress = active.progressTicks + speedMultiplier;
if (newProgress >= active.totalTicks) {
const model = createTrainedModel(active.modelName, active.generation, active.allocatedCompute, active.allocatedDataTokens, state);
return {
modelsState: {
...state.models,
trainedModels: [...state.models.trainedModels, model],
activeTraining: null,
},
modelCompleted: model,
};
}
return {
modelsState: {
...state.models,
activeTraining: { ...active, progressTicks: newProgress },
},
modelCompleted: null,
};
}
function createTrainedModel(
name: string,
generation: number,
compute: number,
dataTokens: number,
state: GameState,
): TrainedModel {
const computeFactor = Math.log10(1 + compute) * 15;
const dataFactor = Math.log10(1 + dataTokens / 1e8) * 10;
const researchBonus = state.research.completedResearch.length * 3;
const efficiencyBonus = state.research.completedResearch.filter(r => r.includes('efficiency')).length * 5;
const baseCapability = Math.min(95, computeFactor + dataFactor + researchBonus + efficiencyBonus);
const researcherQuality = state.talent.departments.research.effectiveness;
const capabilities: ModelCapabilities = {
reasoning: clamp(baseCapability * (0.8 + Math.random() * 0.4) * (1 + researcherQuality * 0.2)),
coding: clamp(baseCapability * (0.7 + Math.random() * 0.5)),
creative: clamp(baseCapability * (0.6 + Math.random() * 0.6)),
multimodal: clamp(baseCapability * (0.3 + Math.random() * 0.3)),
agents: clamp(baseCapability * (0.2 + Math.random() * 0.3)),
speed: Math.max(1, 100 - compute * 0.5 + efficiencyBonus * 2),
};
const benchmarkScore = (capabilities.reasoning * 0.3 + capabilities.coding * 0.25 +
capabilities.creative * 0.2 + capabilities.multimodal * 0.15 + capabilities.agents * 0.1);
const safetyScore = 50 + Math.random() * 20;
const parameterCount = Math.pow(10, generation) * (0.5 + Math.random());
return {
id: crypto.randomUUID(),
name,
generation,
parameterCount,
trainingDataSize: dataTokens,
capabilities,
safetyScore,
benchmarkScore,
tuning: { preset: 'helpful-safe' },
isDeployed: false,
trainedAtTick: state.meta.tickCount,
};
}
function clamp(n: number): number {
return Math.min(100, Math.max(0, n));
}
@@ -0,0 +1,22 @@
import type { GameState, TalentState } from '@ai-tycoon/shared';
const SALARY_PER_HEADCOUNT_PER_TICK = 0.03;
export function processTalent(state: GameState): TalentState {
const departments = { ...state.talent.departments };
let totalSalary = 0;
for (const [id, dept] of Object.entries(departments)) {
totalSalary += dept.headcount * SALARY_PER_HEADCOUNT_PER_TICK;
totalSalary += dept.budget / 2592000;
}
for (const hire of state.talent.keyHires) {
totalSalary += hire.salary / 2592000;
}
return {
...state.talent,
totalSalaryPerTick: totalSalary,
};
}
+47 -5
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@@ -3,20 +3,56 @@ import { processEconomy } from './systems/economySystem';
import { processInfrastructure } from './systems/infrastructureSystem';
import { processCompute } from './systems/computeSystem';
import { processResearch } from './systems/researchSystem';
import { processModels } from './systems/modelSystem';
import { processMarket } from './systems/marketSystem';
import { processReputation } from './systems/reputationSystem';
import { processTalent } from './systems/talentSystem';
export interface TickResult {
state: Partial<GameState>;
notifications: TickNotification[];
}
export interface TickNotification {
title: string;
message: string;
type: 'info' | 'success' | 'warning' | 'danger';
}
export function processTick(state: GameState): Partial<GameState> {
const notifications: TickNotification[] = [];
const infrastructure = processInfrastructure(state);
const stateWithInfra = { ...state, infrastructure };
const modelResult = processModels(stateWithInfra);
if (modelResult.modelCompleted) {
notifications.push({
title: 'Training Complete',
message: `${modelResult.modelCompleted.name} is ready! Benchmark: ${modelResult.modelCompleted.benchmarkScore.toFixed(1)}/100`,
type: 'success',
});
}
const stateWithModels = { ...stateWithInfra, models: modelResult.modelsState };
const market = processMarket(stateWithModels, state.compute);
const compute = processCompute(state, infrastructure);
const research = processResearch(state, compute);
const market = processMarket(state, compute);
const reputation = processReputation(state);
const economy = processEconomy(state, market, infrastructure);
compute.tokensPerSecondDemand = market.totalTokenDemand;
compute.inferenceUtilization = compute.tokensPerSecondCapacity > 0
? Math.min(1, market.totalTokenDemand / compute.tokensPerSecondCapacity)
: 0;
const talent = processTalent(stateWithModels);
const stateWithTalent = { ...stateWithModels, talent };
const research = processResearch(stateWithTalent, compute);
const reputation = processReputation(stateWithTalent);
const economy = processEconomy(stateWithTalent, market, infrastructure);
const tickCount = state.meta.tickCount + 1;
return {
const result: Partial<GameState> = {
meta: {
...state.meta,
tickCount,
@@ -27,7 +63,13 @@ export function processTick(state: GameState): Partial<GameState> {
infrastructure,
compute,
research,
models: modelResult.modelsState,
market: market.marketState,
talent,
reputation,
};
(result as Record<string, unknown>)['_notifications'] = notifications;
return result;
}