feat: establish simulation scaling baseline

This commit is contained in:
Rijad Zuzo
2026-07-16 13:07:01 +02:00
parent 4f88d15e12
commit 4be72639d8
14 changed files with 1004 additions and 15 deletions
+15 -4
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@@ -943,10 +943,21 @@ the need closes. The result and HUD add no quest acceptance, waypoint, tracker,
save field, RNG draw, or simulation mutation. This completes the Milestone 7
simulation-garden exit proof.
The next slice should start Milestone 8 with a deterministic headless scaling
baseline over increasing NPC and event counts. Measure tick throughput,
serialized-state growth, and retained history before selecting a target
population or implementing spatial partitions and active/abstract LOD.
The first Milestone 8 measurement slice is complete. A reusable schema-valid
headless fixture and CLI runner now measure full-fidelity simulation throughput,
phase timing, serialized-state growth, retained knowledge, objective event
growth, and deterministic checksums across 6, 60, and 600 NPCs plus 600 and
6,000 seeded histories. The reviewed Apple M1 Max baseline reaches 65.84 ticks
per second for 600 data-only NPCs, above the initial local 50-ticks-per-second
reference target, while exposing superlinear population cost and rapid
objective-log growth. Workload details and raw samples live in
[`docs/benchmarks/`](benchmarks/SIMULATION_SCALING_BASELINE_01.md).
The next slice should build one stable per-tick population view for the
existing trusted-starving-subject query, which currently rebuilds an all-NPC
map for each applicable scarce-food decision. Preserve exact selection and
continuation checksums, rerun the same benchmark, and use the remaining measured
cost before committing to spatial partitions or active/abstract LOD.
The remaining simulation-garden target still aims for: