Commit Graph

15 Commits

Author SHA1 Message Date
josh c1cc70eeb9 Rename AI Tycoon to Token Empire across entire codebase
Balance Check / balance-simulation (pull_request) Successful in 38s
Balance Check / multi-run-balance (pull_request) Successful in 13m44s
Full rebrand: UI display text, package scope (@ai-tycoon/* -> @token-empire/*),
localStorage keys, Docker/CI image paths, database names, and documentation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-27 21:04:07 -04:00
josh 19f652b43a Replace per-switch network simulation with aggregate per-DC statistical model
Balance Check / balance-simulation (push) Successful in 48s
Balance Check / multi-run-balance (push) Successful in 1m24s
CI / build-and-push (push) Successful in 43s
Eliminates the 22K-object switchRegistry that caused O(n×m) scans 4x per tick.
Network health is now tracked as aggregate counts per tier (totalByTier/healthyByTier)
with RepairBatch timers, cutting late-game tick cost from ~50ms to ~0.3ms.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 20:06:40 -04:00
josh 8d650fefae Comprehensive UX audit fixes: navigation, feedback, affordances, and accessibility
CI / build-and-push (push) Successful in 28s
Address 18 issues across high/medium/low impact tiers identified in a full
interface review. Key changes: Models page decomposed into tabs, confirmation
dialogs for irreversible actions (deploy/open-source/acquire), chart Y-axes
made visible, hash router extended for Market tab persistence, collapsible
sidebar, keyboard navigation shortcuts (g+key chords), notification bulk
actions, achievement progress bars, and ARIA label improvements.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 09:05:26 -04:00
josh fc1f371c8c Overhaul rack system with split FLOPS, VRAM, cooling, interconnect, and multi-vendor SKUs
CI / build-and-push (push) Successful in 29s
Expand from 10 to 18 rack SKUs across NVIDIA, AMD, and custom ASIC vendors, each with
distinct training vs inference FLOPS, VRAM capacity, cooling requirements, and interconnect
technology. Adds cooling hierarchy (air/liquid/immersion) that gates rack deployment, VRAM
requirements that gate model training by generation, interconnect multipliers for distributed
training scaling, and PUE-based energy cost reduction for advanced cooling. Includes save
migration from v4 to v5, 6 new research nodes, and UI updates showing split compute stats.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 02:27:03 -04:00
josh 54220fca70 Rework network to 6-tier Clos topology with individual switch entities
CI / build-and-push (push) Successful in 31s
Replace aggregate network health stats with a full 6-tier Clos topology
(ToR → T1 → T2 → T3 → T4 → T5) where every switch is an individually
tracked entity with uplinks, repair pipelines, and failure cascades.

Key mechanics:
- Bottleneck bandwidth model (min along path) affects FLOPS and satisfaction
- Rackdown on full disconnect → racks re-enter testing pipeline on recovery
- Binomial failure sampling per tier, dirty-flag cascade optimization
- Flat switch registry for performance at scale
- Three new research nodes: network-redundancy, fast-repair, hot-standby

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 01:33:59 -04:00
josh 4a318c36ad Add bulk fill and staggered retrofit at campus/cluster level
CI / build-and-push (push) Successful in 40s
Campus level: "Fill All DCs" instantly fills all operational DCs with
selected SKU in one click. "Retrofit Campus" queues a staggered retrofit
with configurable concurrency (1/10%/25%/custom) so only a fraction of
DCs go offline at a time, preserving capacity during the upgrade.

Cluster level: "Fill All DCs" fills across all campuses in one action.

The game engine automatically advances the retrofit queue each tick,
promoting pending DCs as active ones complete.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 00:26:14 -04:00
josh b7d23c8872 Fix Fill Capacity exceeding DC slot limit due to double-counted failed racks
CI / build-and-push (push) Successful in 38s
computeRacksFailed was incremented on production failure and never decremented
when repaired racks came back online, while repair cohorts also tracked the
same racks. This caused usedSlots to inflate past the DC capacity over time.

Fix: derive computeRacksFailed from repair cohorts each tick instead of
maintaining it as a running counter. Include repair cohorts in pipeline slot
accounting so all racks are counted exactly once. Also fixes power limit in
fillDCToCapacity to only count online racks (pipeline racks don't draw power).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 00:00:46 -04:00
josh c799f2e359 Redesign infrastructure to hypercluster scale with 4-level hierarchy
CI / build-and-push (push) Successful in 43s
Replace flat DataCenter/Rack model with Cluster > Campus > Data Center > Racks
hierarchy. Individual rack entities eliminated in favor of statistical batch
simulation using deployment cohorts. Adds tiered network topology (ToR/agg/core)
with proportional outage model, DC retrofitting, bulk operations, and drill-down
UI navigation with breadcrumbs. First cluster and campus are free to preserve
early game flow. Rebalances starting economy ($600K), funding rounds, and
cohort scaling for hypercluster-scale gameplay.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 23:15:41 -04:00
josh f702a82539 Redesign Infrastructure page with AWS-style provisioning UX
CI / build-and-push (push) Successful in 37s
Replace basic admin panel with cloud console-style interactions:
- Fleet summary bar with aggregate stats (DCs, racks, FLOPS, uptime, cost)
- Launch Racks provisioning panel with SKU table, quantity stepper, live
  cost sidebar, and review-before-launch flow
- Rack inventory table with sortable columns, checkbox multi-select,
  and bulk decommission with confirmation modal
- Pipeline kanban grouping (same SKU/stage collapsed) with ETA display
- Tabbed DC cards (Inventory | Launch | Upgrades) to reduce scroll
- Build DC panel with cost breakdown and capacity preview

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 22:17:48 -04:00
josh f9f6233b69 Comprehensive UX polish: fix 19 friction points across all pages
CI / build-and-push (push) Successful in 33s
Addresses broken interactions (notification bell, browser dialogs),
missing feedback states (disabled buttons, pricing changes, paused
indicator), unclear affordances (research queue, model tuning, funding
requirements), and navigation gaps (hash routing, keyboard shortcuts,
clickable dashboard cards, sidebar grouping, tutorial hints).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 21:44:18 -04:00
josh a36617f9e3 Fix max update depth crash on Infrastructure page
CI / build-and-push (push) Successful in 34s
ToastContainer's useEffect had `seen` (a Set state) in its dependency
array — each setSeen created a new Set, re-fired the effect, and under
rapid notifications cascaded past React's 50-update limit. Replaced
with a ref since seen doesn't need to trigger re-renders.

Also added useShallow to DataCenterCard's pipeline selector to prevent
.filter() from causing spurious re-renders on unrelated store changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:29:54 -04:00
josh 24278297f0 Add rack decommission pipeline stage
CI / build-and-push (push) Successful in 39s
Racks can now be marked for decommission from the DC view. The rack
leaves production immediately (freeing slot and power), enters the
pipeline as a timed decommission order, and is removed when complete.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:15:48 -04:00
josh 03ef94c22c Fix rack order race condition allowing slots/power to exceed DC limits
CI / build-and-push (push) Successful in 47s
Rapid clicks on order rack bypassed capacity checks because usedSlots
and usedPowerKW were only updated during the tick. Now both the store
action and UI compute slot/power usage live from racks + pipeline,
so each order immediately reflects in the next check.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:05:11 -04:00
josh 0005e580a7 Overhaul infrastructure: replace GPU model with rack-centric system
CI / build-and-push (push) Successful in 33s
Replace flat GPU buying with a realistic data center + rack pipeline:
- 4 DC tiers (small/medium/large/mega) with construction time, dual
  capacity constraints (rack slots + power budget kW), and era/research
  gating
- 10 predefined rack SKUs from consumer GPUs through custom ASICs, each
  with unique FLOPS, power draw, cost, and pipeline timings
- 6-stage procurement pipeline (order → mfg → receive → install → test
  → production) with Kanban UI, talent-influenced speed bonuses
- Test failures (5-25% base rate) reduced by cooling, ops talent, and QA
  research; auto-repair with cost and re-test cycle
- Production failures at low per-tick rate, racks sent to repair pipeline
- Cooling and redundancy upgrades per DC (reduce failure rates)
- 4 new tech tree nodes (DC Engineering II/III/IV, Quality Assurance)
- Save version bump (1→2) with migration that resets old saves
- Updated economy system to account for rack repair costs
- Redesigned Infrastructure page with pipeline Kanban, capacity bars,
  rack ordering, and DC upgrade panels

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 19:41:55 -04:00
josh fdc8e544ae 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>
2026-04-24 16:53:46 -04:00