feat: establish simulation scaling baseline
This commit is contained in:
@@ -57,6 +57,10 @@ would otherwise obscure that lifecycle:
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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definitions.
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Outside the runtime lifecycle, `simulation/benchmark/` owns reusable,
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schema-valid workload fixtures. CLI tools and headless scenarios consume those
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fixtures; production simulation does not depend on benchmark code.
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The manager deliberately remains a façade instead of being split into a
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collection of scene-tree manager nodes. A new collaborator is justified when
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one cohesive rule set has several real consumers or makes the tick lifecycle
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@@ -76,6 +80,7 @@ hard to read.
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| `simulation/state/` | Versioned, serializable mutable records |
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| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
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| `simulation/persistence/` | Validated local save-file storage |
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| `simulation/benchmark/` | Reproducible full-fidelity headless workloads and metrics |
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| `world/` | Loaded-world interaction geometry and presentation adapters |
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| `world/resource_nodes/` | Finite resource presentation bound by stable ID |
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| `world/storage/` | Storage interaction geometry, never stored quantities |
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@@ -110,6 +115,9 @@ improving ownership.
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- New mutable features define serialization and deterministic continuation at
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the same time as their first gameplay use. Cross-record causes use stable
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event IDs rather than object references or prose.
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- Benchmark fixtures use ordinary simulation records and must round-trip
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through the current state schema. They may control workload setup, but must
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not add benchmark-only fields or branches to production saves and ticks.
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- Opportunity records reference stable NPC, storage, resource, trigger-event,
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and resolution-event IDs. Their generator may observe authoritative state
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and history, but it does not mutate the economy or command NPC behavior. The
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@@ -750,14 +750,19 @@ Completed:
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derives one concise ordinary harvest route from current player-usable finite
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resources and the real pantry or woodpile. It clears when help emerges or
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the need closes, and adds no quest, waypoint, tracker, or saved UI state.
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32. Deterministic scaling baseline: one schema-valid full-fidelity fixture now
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drives a repeatable CLI ledger and fast headless regression across rising
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NPC and event counts. The first reviewed capture sets a local 600-NPC target,
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records identical checksums across samples, and exposes repeated scarce-food
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population scans plus objective-event growth as the next measured work.
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Next:
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1. Begin Milestone 8 with a deterministic headless scaling baseline over
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increasing NPC and event counts. Measure current tick throughput,
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serialized-state growth, and retained history before choosing a target
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population or adding spatial partitions and simulation LOD, as sequenced in
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`LEARNING_ROADMAP.md`.
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1. Reuse one stable per-tick population view in the existing
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trusted-starving-subject query, preserve exact action/checksum behavior, and
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rerun simulation scaling baseline 01. Let the resulting profile determine
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whether the following slice needs another bounded query optimization, a
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spatial index, or the first active/abstract LOD contract.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -467,7 +467,10 @@ a smaller active population remains fully represented. Moving an NPC between
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fidelity levels preserves identity, inventory, task, relationships, and
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important history.
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Set the target population only after collecting baseline measurements.
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[Simulation scaling baseline 01](benchmarks/SIMULATION_SCALING_BASELINE_01.md)
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sets the first local target at 600 data-only full-fidelity NPCs while preserving
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deterministic state. Revisit that target when world presentation or LOD enters
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the measured workload.
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## Milestone 9 — Player interaction and social agency
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@@ -849,14 +852,29 @@ cared-about shortage now produces an inspectable opportunity whose NPC and
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player responses both use the originating resource, relationship, knowledge,
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and event systems rather than quest-only duplicates.
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The immediate next slice should begin Milestone 8 with a deterministic headless
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scaling baseline: measure tick throughput, serialized-state growth, and retained
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history across increasing NPC/event counts using the current full-fidelity
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simulation. Set an evidence-backed target before adding spatial partitions,
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batching, or active/abstract LOD transitions.
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The first Milestone 8 measurement slice is complete. A reusable schema-valid
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headless fixture and CLI runner now measure three fresh deterministic samples
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across 6, 60, and 600 NPCs plus 600 and 6,000 seeded event histories. The
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reviewed Apple M1 Max baseline reaches 65.84 ticks per second at 600 NPCs, but
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10x population from 60 to 600 costs about 24.4x per tick and creates 20,950
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objective events over 200 measured ticks. The machine-readable samples,
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workload exclusions, checksums, and local 50-ticks-per-second reference target
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live in
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[Simulation scaling baseline 01](benchmarks/SIMULATION_SCALING_BASELINE_01.md).
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The immediate next slice should build one bounded per-tick population view for
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the existing trusted-starving-subject query. That scarce-food path currently
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rebuilds an all-NPC lookup for each applicable idle decision, making it the
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first code-level candidate consistent with the measured superlinear growth.
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Preserve exact selection/checksum behavior and rerun the same ledger before
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choosing a spatial index or active/abstract LOD design.
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Recently completed:
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- Deterministic simulation scaling baseline: schema-valid full-fidelity
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fixtures, a repeatable CLI runner, and a fast headless regression now record
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population throughput, phase timing, serialized-state growth, history
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retention, event growth, and deterministic checksums before optimization.
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- Simulation responsibility cleanup: storage/inventory transactions now live
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in `VillageEconomy`, ordered history and rate queries live in
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`SimulationEventLog`, and `SimulationManager` exposes a shorter tick
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+15
-4
@@ -943,10 +943,21 @@ the need closes. The result and HUD add no quest acceptance, waypoint, tracker,
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save field, RNG draw, or simulation mutation. This completes the Milestone 7
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simulation-garden exit proof.
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The next slice should start Milestone 8 with a deterministic headless scaling
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baseline over increasing NPC and event counts. Measure tick throughput,
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serialized-state growth, and retained history before selecting a target
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population or implementing spatial partitions and active/abstract LOD.
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The first Milestone 8 measurement slice is complete. A reusable schema-valid
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headless fixture and CLI runner now measure full-fidelity simulation throughput,
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phase timing, serialized-state growth, retained knowledge, objective event
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growth, and deterministic checksums across 6, 60, and 600 NPCs plus 600 and
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6,000 seeded histories. The reviewed Apple M1 Max baseline reaches 65.84 ticks
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per second for 600 data-only NPCs, above the initial local 50-ticks-per-second
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reference target, while exposing superlinear population cost and rapid
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objective-log growth. Workload details and raw samples live in
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[`docs/benchmarks/`](benchmarks/SIMULATION_SCALING_BASELINE_01.md).
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The next slice should build one stable per-tick population view for the
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existing trusted-starving-subject query, which currently rebuilds an all-NPC
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map for each applicable scarce-food decision. Preserve exact selection and
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continuation checksums, rerun the same benchmark, and use the remaining measured
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cost before committing to spatial partitions or active/abstract LOD.
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The remaining simulation-garden target still aims for:
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@@ -25,6 +25,9 @@ sources of truth.
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current data contracts.
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7. [`decisions/`](decisions/) contains durable architectural decisions,
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including consequences and revisit conditions.
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8. [`benchmarks/`](benchmarks/) contains reviewed, workload-specific
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performance ledgers and their machine-readable samples. Measurements are
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local evidence, not portable CI limits.
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When documents disagree:
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@@ -0,0 +1,23 @@
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# Simulation benchmark ledger
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This directory stores reviewed benchmark snapshots. Each snapshot must name the
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workload, seed, Godot version, hardware context, sample count, simulated tick
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count, and important exclusions so later comparisons remain honest.
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Run the current scaling harness from the project root with Godot 4.7:
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```bash
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/Applications/Godot.app/Contents/MacOS/Godot \
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--headless --path "$PWD" \
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--script res://tools/benchmark_simulation_scaling.gd
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```
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The default report is written under `user://`. Pass
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`-- --host-label="<hardware>" --output=res://docs/benchmarks/<name>.json` only
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when intentionally capturing a reviewed project baseline.
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Reviewed captures:
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- [Simulation scaling baseline 01](SIMULATION_SCALING_BASELINE_01.md) records
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the first full-fidelity population/history measurements and the bounded next
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optimization.
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@@ -0,0 +1,99 @@
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# Simulation scaling baseline 01
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This is the first reviewed Milestone 8 measurement of the current
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full-fidelity, data-only simulation. It establishes a reproducible reference
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before introducing batching, spatial partitions, or simulation LOD.
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The machine-readable samples and checksums are stored beside this note in
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[`simulation_scaling_baseline_01.json`](simulation_scaling_baseline_01.json).
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## Capture context
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- captured: 2026-07-16;
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- engine: Godot 4.7 stable;
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- host: Apple M1 Max with 64 GB memory on macOS, with 10 processors reported
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by Godot;
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- benchmark seed: `8088`;
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- workload: `full_fidelity_headless_arrival`;
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- samples: three fresh managers per case, using the median;
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- cadence: 10 warmup ticks, then 200 measured ticks at 1.2 simulated seconds
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per tick.
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Run the reviewed capture from the project root:
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```bash
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/Applications/Godot.app/Contents/MacOS/Godot \
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--headless --path "$PWD" \
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--script res://tools/benchmark_simulation_scaling.gd -- \
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--host-label="Apple M1 Max, 64 GB" \
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--output=res://docs/benchmarks/simulation_scaling_baseline_01.json
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```
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## Workload contract
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Every NPC remains a named `SimNPC` and receives the normal needs, schedule,
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task, opportunity, and action-selection work each tick. The pantry starts
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empty, so ordinary food-supply decisions exercise the current population-wide
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queries. Travel completes through the same deterministic immediate-arrival
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convention used by existing headless continuation scenarios. Seeded history is
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made of valid immutable storage-deposit events plus at most three known-event
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references per NPC, and every prepared fixture must parse through the normal
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`SimulationStateRecord` schema.
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The timed section excludes manager construction, fixture preparation,
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serialization, world scenes, rendering, navigation, and `NpcVisual`. This is a
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simulation-throughput baseline, not a complete frame-time or memory profile.
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## Results
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| Case | NPCs | Seeded history | Median us/tick | Ticks/s | Simulated realtime | Arrival share | End JSON | Events added |
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| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
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| Population 6 | 6 | 0 | 55.74 | 17,942.05 | 21,530.5x | 5.2% | 0.06 MiB | 209 |
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| Population 60 | 60 | 0 | 621.87 | 1,608.07 | 1,929.7x | 6.4% | 0.56 MiB | 2,090 |
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| Population 600 | 600 | 0 | 15,187.74 | 65.84 | 79.0x | 14.0% | 5.67 MiB | 20,950 |
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| History 600 | 60 | 600 | 677.12 | 1,476.85 | 1,772.2x | 5.6% | 0.71 MiB | 2,090 |
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| History 6,000 | 60 | 6,000 | 1,421.19 | 703.64 | 844.4x | 2.7% | 2.04 MiB | 2,090 |
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All three samples in each case produced the same deterministic checksum and
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state counters. The benchmark runner rejects the report if they diverge.
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## Findings
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Population scaling is the first measured knee. Raising the fixture from 60 to
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600 NPCs increases median tick cost by about 24.4x for 10x the population.
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Immediate-arrival completion accounts for only 14.0% of the 600-NPC timed
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section, so most of that growth remains inside the ordinary simulation tick.
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The benchmark is not a function profiler, but code inspection identifies a
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bounded first candidate: while food is scarce, each applicable idle decision
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calls `RelationshipSystem.get_trusted_starving_subject()`, which rebuilds a map
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by scanning every NPC. Building the same stable-ID population view once per
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tick should remove repeated work without changing action semantics or tie
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breaks. The benchmark and checksum give that change a concrete comparison.
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History also has a visible but less urgent cost. At a fixed 60 NPCs, increasing
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seeded objective events from 600 to 6,000 raises tick cost about 2.1x and final
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serialized state from 0.71 MiB to 2.04 MiB. The 180 seeded known-event
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references age out during the measured window, while the objective event log
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remains complete. Event-log indexing or archiving therefore remains a later,
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separate decision.
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Organic event growth matters independently of CPU time. The 600-NPC case adds
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20,950 objective events and grows serialized state by 5,235,086 bytes over only
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200 measured ticks. Future long-session work should measure event retention and
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save cost explicitly rather than treating tick throughput as the whole scale
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problem.
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## Reference target and next slice
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The first local reference target is at least **50 measured ticks per second for
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600 data-only full-fidelity NPCs** on this Apple M1 Max workload, with identical
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deterministic state and checksum. Baseline 01 reaches 65.84 ticks per second.
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This is a local comparison target, not a cross-machine CI timing assertion or a
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claim about 600 rendered and navigating characters.
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The next slice should build one reusable per-tick population view for the
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existing trusted-starving-subject consumer, preserve exact selection and
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continuation results, and rerun this ledger. Spatial partitioning and
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active/abstract LOD should wait until that bounded change shows what cost
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remains.
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@@ -0,0 +1,308 @@
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{
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"benchmark_seed": 8088,
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"captured_utc": "2026-07-16T11:05:19Z",
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"cases": [
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{
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"arrival_share_percent": 5.23010675518077,
|
||||
"arrival_usec_median": 583,
|
||||
"arrival_usec_samples": [
|
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578,
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583,
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587
|
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],
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"arrivals_processed": 209,
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"case_id": "population_006",
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"elapsed_usec_max": 11309,
|
||||
"elapsed_usec_median": 11147,
|
||||
"elapsed_usec_min": 10991,
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"elapsed_usec_samples": [
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10991,
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11309
|
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],
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"end_event_count": 221,
|
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"end_known_reference_count": 0,
|
||||
"end_state_bytes": 58576,
|
||||
"end_tick": 210,
|
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"events_recorded": 209,
|
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"final_checksum": "100dd5dc1e0c22ea23f35dd876d6f56fd5c33c58b1586b6fa9aec47ee1536511",
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||||
"history_seed_events": 0,
|
||||
"measured_ticks": 200,
|
||||
"npc_updates": 1200,
|
||||
"population": 6,
|
||||
"realtime_factor_median": 21530.4566251009,
|
||||
"sample_count": 3,
|
||||
"schema_version": 1,
|
||||
"seed": 8088,
|
||||
"setup_usec_median": 772,
|
||||
"setup_usec_samples": [
|
||||
535,
|
||||
772,
|
||||
3251
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],
|
||||
"simulation_usec_median": 10544,
|
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"simulation_usec_samples": [
|
||||
10387,
|
||||
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|
||||
10700
|
||||
],
|
||||
"start_event_count": 12,
|
||||
"start_known_reference_count": 0,
|
||||
"start_state_bytes": 7632,
|
||||
"start_tick": 10,
|
||||
"state_growth_bytes": 50944,
|
||||
"tick_interval": 1.2,
|
||||
"ticks_per_second_median": 17942.0471875841,
|
||||
"usec_per_tick_median": 55.735,
|
||||
"warmup_arrivals": 12,
|
||||
"warmup_ticks": 10,
|
||||
"workload_id": "full_fidelity_headless_arrival"
|
||||
},
|
||||
{
|
||||
"arrival_share_percent": 6.39769081713877,
|
||||
"arrival_usec_median": 7957,
|
||||
"arrival_usec_samples": [
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||||
7747,
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|
||||
8499
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],
|
||||
"arrivals_processed": 2090,
|
||||
"case_id": "population_060",
|
||||
"elapsed_usec_max": 142845,
|
||||
"elapsed_usec_median": 124373,
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"elapsed_usec_min": 123769,
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"end_state_bytes": 587324,
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"history_seed_events": 0,
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"measured_ticks": 200,
|
||||
"npc_updates": 12000,
|
||||
"population": 60,
|
||||
"realtime_factor_median": 1929.67927122446,
|
||||
"sample_count": 3,
|
||||
"schema_version": 1,
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|
||||
"start_tick": 10,
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||||
"state_growth_bytes": 516046,
|
||||
"tick_interval": 1.2,
|
||||
"ticks_per_second_median": 1608.06605935372,
|
||||
"usec_per_tick_median": 621.865,
|
||||
"warmup_arrivals": 120,
|
||||
"warmup_ticks": 10,
|
||||
"workload_id": "full_fidelity_headless_arrival"
|
||||
},
|
||||
{
|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
"history_seed_events": 0,
|
||||
"measured_ticks": 200,
|
||||
"npc_updates": 120000,
|
||||
"population": 600,
|
||||
"realtime_factor_median": 79.0110971085889,
|
||||
"sample_count": 3,
|
||||
"schema_version": 1,
|
||||
"seed": 8088,
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
"exclusions": [
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
],
|
||||
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|
||||
"workload": "All NPCs receive full per-tick needs/task updates and ordinary action decisions; travel resolves through the deterministic immediate-arrival headless convention.",
|
||||
"workload_id": "full_fidelity_headless_arrival"
|
||||
}
|
||||
Reference in New Issue
Block a user