Commit Graph

10 Commits

Author SHA1 Message Date
josh ea3951aa0c Cleanup: extract constants, fix typecheck, add ESLint, organize store types
Balance Check / balance-simulation (push) Successful in 37s
Balance Check / multi-run-balance (push) Successful in 13m39s
CI / build-and-push (push) Failing after 19s
- Remove unused initCount state from useAuthGate hook
- Replace magic number with MAX_SAVES_PER_USER constant in saves route
- Extract duplicated EMAIL_REGEX and MIN_PASSWORD_LENGTH in auth routes
- Fix game-simulation typecheck failure by adding DOM lib to tsconfig
- Extract store UI types (ActivePage, InfraNav, etc.) to store/types.ts
- Fix let→const for non-reassigned arrays in servingPipeline
- Fix useless initial assignments in reputationSystem
- Fix ambiguous multiline array access in sanityChecks
- Add minimal ESLint config with typescript-eslint
- Add .planning/ and *.log to .gitignore

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-28 22:45:32 -04:00
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 df01ac8e35 Move revenue after churn and raise price churn cap to prevent exploit
Balance Check / balance-simulation (push) Successful in 2m1s
CI / build-and-push (push) Successful in 2m6s
Balance Check / multi-run-balance (push) Successful in 13m10s
Churned subscribers no longer generate revenue the tick they leave,
and the price churn multiplier cap is raised from 10 to 1000 so
astronomical prices empty the subscriber pool in a single tick.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 22:17:30 -04:00
josh 63e56dc229 Fix consumer subscription pricing exploit with perceived-value-based elasticity
Balance Check / balance-simulation (push) Successful in 51s
Balance Check / multi-run-balance (push) Successful in 13m19s
CI / build-and-push (push) Successful in 45s
Players could set astronomical prices and still retain subscribers because
price elasticity floored at 10% for any price above $100, satisfaction
ignored pricing entirely, and churn had no price component.

Introduces perceived value per tier (model quality × reputation), replaces
the broken linear formula with sigmoid decay, adds price-aware satisfaction
blending, and applies per-tier price-based churn multipliers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 21:51:03 -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 bbb69a315c Remove benchmark evaluation system, use training capabilities directly
Model quality for market segments and product lines now derives from deployed
model capabilities (coding, reasoning, agents, etc.) instead of requiring a
separate manual benchmark evaluation step. This eliminates an unbounded
benchmarkResults[] array that was scanned 5x per tick and removes ~480 lines
of dead-weight UI, types, and engine code.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 19:28:59 -04:00
josh 626ca51041 Fix community size ballooning to infinity with logistic growth damping
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-26 08:16:02 -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
josh 901db02a6b Replace decorative overload policy with real serving pipeline and dedicated Serving page
CI / build-and-push (push) Successful in 28s
The old overload policy had dead controls (maxQueueDepth, rateLimitPerCustomer never read)
and trivial flat penalties. This replaces it with a full serving pipeline where deployed
models form a fleet, requests route through priority/degradation logic, and policy choices
create meaningful strategic tradeoffs.

New serving pipeline: fleet building from deployed models (size/quant/MoE multipliers),
demand categorization by 5 priority tiers, enterprise capacity reservation, priority-ordered
serving with overflow behaviors (queue/reject/degrade), auto-degradation to faster models
under load, and Batch API to fill idle capacity at discounted rates.

4 new research nodes gate features progressively: Intelligent Request Routing, Priority
Queue System, Request Batching, and Auto-Scaling. New dedicated Serving page with pipeline
metrics, model fleet utilization, and research-gated policy controls.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 12:42:09 -04:00
josh 09a5cb69a7 Overhaul market system with shared TAM competition, multi-tier pricing, enterprise pipeline, and developer ecosystem
CI / build-and-push (push) Successful in 42s
Replaces the simplified single-subscriber market with a full competitive simulation:
shared TAM with softmax market shares across 4 segments, multi-tier consumer
subscriptions (Free/Plus/Pro/Team) and API tiers (Free/PAYG/Scale/Enterprise),
enterprise sales pipeline (Lead→Qualification→POC→Negotiation→Active→Renewal)
with SLA tracking, developer ecosystem flywheel, technology obsolescence pressure,
seasonal demand cycles, and two new product lines (Code Assistant, AI Agents Platform).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 08:30:24 -04:00