Initial scaffold: AI Tycoon monorepo with core game loop
Turborepo monorepo with three packages: - packages/shared: TypeScript types for all 14 game systems + balance constants + formatting utils - packages/game-engine: Pure TS simulation engine with tick processor, economy, infrastructure, compute, research, market, and reputation systems - apps/web: React + Vite + Tailwind + Zustand frontend with sidebar dashboard layout, new game screen, dashboard with charts, infrastructure management, and model training pages Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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import type { GameState, ComputeState, InfrastructureState } from '@ai-tycoon/shared';
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export function processCompute(state: GameState, infrastructure: InfrastructureState): ComputeState {
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const totalFlops = infrastructure.totalFlops;
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const trainingAllocation = state.compute.trainingAllocation;
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const inferenceAllocation = 1 - trainingAllocation;
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const inferenceFlops = totalFlops * inferenceAllocation;
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const tokensPerSecondCapacity = inferenceFlops * 10;
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const tokensPerSecondDemand = state.compute.tokensPerSecondDemand;
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const inferenceUtilization = tokensPerSecondCapacity > 0
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? Math.min(1, tokensPerSecondDemand / tokensPerSecondCapacity)
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: 0;
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return {
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totalFlops,
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trainingAllocation,
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inferenceAllocation,
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inferenceUtilization,
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tokensPerSecondCapacity,
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tokensPerSecondDemand,
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};
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}
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import type { GameState, EconomyState, InfrastructureState } from '@ai-tycoon/shared';
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import { FINANCIAL_SNAPSHOT_INTERVAL, MAX_FINANCIAL_HISTORY } from '@ai-tycoon/shared';
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import type { MarketTickResult } from './marketSystem';
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export function processEconomy(
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state: GameState,
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market: MarketTickResult,
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infrastructure: InfrastructureState,
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): EconomyState {
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const revenue = market.apiRevenue + market.subscriptionRevenue;
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const infraExpenses = infrastructure.dataCenters.reduce((sum, dc) => {
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return sum + dc.energyCostPerTick + dc.maintenanceCostPerTick;
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}, 0);
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const talentExpenses = state.talent.totalSalaryPerTick;
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const dataExpenses = state.data.partnerships.reduce((sum, p) => sum + p.costPerTick, 0);
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const expenses = infraExpenses + talentExpenses + dataExpenses;
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const money = state.economy.money + revenue - expenses;
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const financialHistory = [...state.economy.financialHistory];
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if (state.meta.tickCount % FINANCIAL_SNAPSHOT_INTERVAL === 0) {
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financialHistory.push({
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tick: state.meta.tickCount,
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money,
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revenue,
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expenses,
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valuation: state.economy.funding.valuation,
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});
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if (financialHistory.length > MAX_FINANCIAL_HISTORY) {
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financialHistory.shift();
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}
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}
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return {
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...state.economy,
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money: Math.max(0, money),
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totalRevenue: state.economy.totalRevenue + revenue,
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totalExpenses: state.economy.totalExpenses + expenses,
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revenuePerTick: revenue,
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expensesPerTick: expenses,
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financialHistory,
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};
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}
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import type { GameState, InfrastructureState } from '@ai-tycoon/shared';
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import {
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GPU_CONFIGS,
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LOCATION_CONFIGS,
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GPU_PRICE_VOLATILITY,
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GPU_FAILURE_RATE_BASE,
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REDUNDANCY_FAILURE_REDUCTION,
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BASE_ENERGY_COST_PER_FLOP,
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BASE_MAINTENANCE_PER_GPU,
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} from '@ai-tycoon/shared';
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import type { GpuType } from '@ai-tycoon/shared';
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export function processInfrastructure(state: GameState): InfrastructureState {
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const dataCenters = state.infrastructure.dataCenters.map(dc => {
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const location = LOCATION_CONFIGS[dc.location];
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const gpus = dc.gpus.map(inv => {
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const failureRate = GPU_FAILURE_RATE_BASE * (1 - dc.redundancyLevel * REDUNDANCY_FAILURE_REDUCTION);
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let newFailed = inv.failedCount;
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for (let i = 0; i < inv.healthyCount; i++) {
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if (Math.random() < failureRate) newFailed++;
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}
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const healthyCount = Math.max(0, inv.count - newFailed);
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return { ...inv, healthyCount, failedCount: newFailed };
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});
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let totalFlops = 0;
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let totalPower = 0;
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let totalGpuCount = 0;
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for (const inv of gpus) {
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const config = GPU_CONFIGS[inv.type];
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totalFlops += inv.healthyCount * config.flopsPerUnit;
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totalPower += inv.healthyCount * config.basePowerDraw;
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totalGpuCount += inv.count;
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}
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const energyCostPerTick = totalPower * BASE_ENERGY_COST_PER_FLOP * location.energyCostMultiplier;
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const maintenanceCostPerTick = totalGpuCount * BASE_MAINTENANCE_PER_GPU;
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const currentUptime = totalGpuCount > 0
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? gpus.reduce((s, inv) => s + inv.healthyCount, 0) / totalGpuCount
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: 1;
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return { ...dc, gpus, energyCostPerTick, maintenanceCostPerTick, currentUptime };
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});
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const gpuMarketPrices = { ...state.infrastructure.gpuMarketPrices };
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for (const gpuType of Object.keys(gpuMarketPrices) as GpuType[]) {
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const basePrice = GPU_CONFIGS[gpuType].basePrice;
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const variation = (Math.random() - 0.5) * 2 * GPU_PRICE_VOLATILITY;
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const currentPrice = gpuMarketPrices[gpuType];
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const newPrice = currentPrice * (1 + variation);
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gpuMarketPrices[gpuType] = Math.max(basePrice * 0.7, Math.min(basePrice * 1.5, newPrice));
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}
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let totalFlops = 0;
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let totalUptime = 0;
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let dcCount = 0;
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for (const dc of dataCenters) {
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for (const inv of dc.gpus) {
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totalFlops += inv.healthyCount * GPU_CONFIGS[inv.type].flopsPerUnit;
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}
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totalUptime += dc.currentUptime;
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dcCount++;
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}
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return {
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dataCenters,
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gpuMarketPrices,
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totalFlops,
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totalUptime: dcCount > 0 ? totalUptime / dcCount : 1,
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};
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}
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import type { GameState, MarketState, ComputeState } from '@ai-tycoon/shared';
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import {
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CONSUMER_BASE_GROWTH,
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CONSUMER_QUALITY_GROWTH_MULTIPLIER,
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CONSUMER_BASE_CHURN,
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API_TOKENS_PER_REQUEST,
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} from '@ai-tycoon/shared';
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export interface MarketTickResult {
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marketState: MarketState;
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apiRevenue: number;
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subscriptionRevenue: number;
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}
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export function processMarket(state: GameState, compute: ComputeState): MarketTickResult {
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const bestModel = state.models.trainedModels
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.filter(m => m.isDeployed)
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.sort((a, b) => b.benchmarkScore - a.benchmarkScore)[0];
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const modelQuality = bestModel ? bestModel.benchmarkScore / 100 : 0;
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const chatProduct = state.models.productLines.find(p => p.type === 'chat-product');
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const textApi = state.models.productLines.find(p => p.type === 'text-api');
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const consumers = { ...state.market.consumers };
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if (chatProduct?.isActive && bestModel) {
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const growthRate = CONSUMER_BASE_GROWTH + modelQuality * CONSUMER_QUALITY_GROWTH_MULTIPLIER;
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const churnRate = CONSUMER_BASE_CHURN * (1 + (1 - consumers.satisfaction));
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consumers.growthRatePerTick = growthRate;
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consumers.churnRatePerTick = churnRate;
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const newSubs = consumers.totalSubscribers * growthRate;
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const lostSubs = consumers.totalSubscribers * churnRate;
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consumers.totalSubscribers = Math.max(0, consumers.totalSubscribers + newSubs - lostSubs);
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if (consumers.totalSubscribers < 10 && modelQuality > 0) {
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consumers.totalSubscribers += 1;
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}
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consumers.satisfaction = Math.min(1, Math.max(0,
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0.3 + modelQuality * 0.5 + (1 - compute.inferenceUtilization) * 0.2,
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));
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}
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const subscriptionRevenue = chatProduct?.isActive
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? consumers.totalSubscribers * (chatProduct.pricing.subscriptionPrice / 30 / 24 / 3600)
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: 0;
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const enterprise = { ...state.market.enterprise };
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let apiRevenue = 0;
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if (textApi?.isActive && bestModel) {
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let totalTokens = 0;
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for (const contract of enterprise.activeContracts) {
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totalTokens += contract.tokensPerTick;
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apiRevenue += (contract.tokensPerTick / 1_000_000) * contract.pricePerMToken;
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}
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enterprise.totalApiCallsPerTick = totalTokens / API_TOKENS_PER_REQUEST;
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}
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return {
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marketState: {
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...state.market,
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consumers,
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enterprise,
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},
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apiRevenue,
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subscriptionRevenue,
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};
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}
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import type { GameState, ReputationState } from '@ai-tycoon/shared';
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import { MAX_REPUTATION_HISTORY } from '@ai-tycoon/shared';
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export function processReputation(state: GameState): ReputationState {
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const { safetyRecord, publicPerception, employeeSatisfaction, regulatoryStanding } = state.reputation;
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const score = Math.round(
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safetyRecord * 0.3 +
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publicPerception * 0.3 +
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employeeSatisfaction * 0.2 +
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regulatoryStanding * 0.2,
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);
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const reputationHistory = [...state.reputation.reputationHistory];
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if (state.meta.tickCount % 120 === 0) {
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reputationHistory.push({ tick: state.meta.tickCount, score });
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if (reputationHistory.length > MAX_REPUTATION_HISTORY) {
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reputationHistory.shift();
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}
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}
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return {
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...state.reputation,
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score,
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reputationHistory,
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};
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}
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import type { GameState, ResearchState, ComputeState } from '@ai-tycoon/shared';
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export function processResearch(state: GameState, compute: ComputeState): ResearchState {
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const active = state.research.activeResearch;
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if (!active) return state.research;
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const researcherBoost = state.talent.departments.research.headcount *
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state.talent.departments.research.effectiveness;
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const speedMultiplier = 1 + researcherBoost * 0.1;
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const newProgress = active.progressTicks + speedMultiplier;
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if (newProgress >= active.totalTicks) {
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return {
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...state.research,
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completedResearch: [...state.research.completedResearch, active.researchId],
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activeResearch: null,
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researchPoints: state.research.researchPoints + 1,
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};
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}
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return {
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...state.research,
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activeResearch: {
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...active,
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progressTicks: newProgress,
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},
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};
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}
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