Commit Graph

9 Commits

Author SHA1 Message Date
josh 62998d6cb2 Remove duplicate per-run completion line from worker stderr
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 20:21:38 -04:00
josh a240ba2e44 Scale CI multi-simulation to 100 runs, remove per-run progress ticker
Balance Check / balance-simulation (push) Successful in 42s
Balance Check / multi-run-balance (push) Successful in 13m37s
CI / build-and-push (push) Successful in 43s
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 20:11:49 -04:00
josh 57a81be769 Cache serving pipeline fleet to eliminate per-tick rebuilds and reduce GC pressure
Fleet template is now rebuilt only when deploymentVersion changes (~68 times per
28,800-tick run instead of every tick). Reuses module-level Maps, arrays, and
utilization objects instead of allocating new ones each tick. Replaces 4x
Object.values().reduce() with single-pass aggregation and sorts fleet in-place.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 19:51:13 -04:00
josh db034687d6 Add real-time progress feedback to multi-run simulations
Balance Check / balance-simulation (push) Successful in 11m24s
Balance Check / multi-run-balance (push) Successful in 26m35s
CI / build-and-push (push) Successful in 34s
Switch from exec() to spawn() for streaming stderr, add onProgress
callback to runner, and emit per-run progress lines from workers.
CI now shows live percentage, tick count, and era during long runs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 17:42:45 -04:00
josh 416b6bfe8d Add research money costs, longer research times, era-scaled talent costs, and persona strategy
Balance Check / balance-simulation (push) Successful in 11m19s
Balance Check / multi-run-balance (push) Has been cancelled
CI / build-and-push (push) Successful in 40s
Research now costs money (drained per-tick) with ~2.5-3.5x longer durations by category.
Early-game talent budget costs reduced via era multiplier (startup 0.2x → bigtech 1.0x).
New seed-driven PersonaStrategy with 8 axes of variation for meaningful multi-run testing.
CI multi-run switched from greedy to persona strategy.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 16:14:27 -04:00
josh b906592af4 Redesign system interconnections display: group by health, inline diagnoses
Balance Check / balance-simulation (push) Successful in 6m53s
Balance Check / multi-run-balance (push) Successful in 20m40s
CI / build-and-push (push) Successful in 27s
Remove misleading Reputation -> Era Gates connection (score 0 meant
"already sufficient," not broken). Add diagnosis and eventLabel fields
to each connection. Group output: broken links first with [!!] and
plain-language explanation, then healthy links as compact one-liners.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 13:00:41 -04:00
josh a8746246f8 Add Vitest test suite with 184 tests covering all game engine systems
Balance Check / balance-simulation (push) Successful in 7m0s
Balance Check / multi-run-balance (push) Failing after 20m5s
CI / build-and-push (push) Successful in 1m18s
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 09:41:56 -04:00
josh 5885e33531 Add research queue: queue multiple projects, auto-promote on completion, RP refund on dequeue
Balance Check / multi-run-balance (push) Has been cancelled
Balance Check / balance-simulation (push) Has been cancelled
CI / build-and-push (push) Successful in 28s
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 08:16:16 -04:00
josh 102e05c8ba Add game-simulation package with multi-run balance testing, fix stalled-pipeline trap
Balance Check / balance-simulation (push) Failing after 11m32s
Balance Check / multi-run-balance (push) Failing after 23m46s
CI / build-and-push (push) Successful in 1m20s
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>
2026-04-26 06:11:26 -04:00