feat: establish simulation scaling baseline
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@@ -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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