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Author SHA1 Message Date
Alexander Whitestone
6fe317fc2a feat: strategy engine tournaments for paperclips study (#5)
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2026-04-14 23:29:59 -04:00
8 changed files with 358 additions and 431 deletions

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@@ -174,7 +174,6 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
<div id="sprint-label" style="font-size:9px;color:#666;margin-top:2px;text-align:center"></div>
</div>
<div id="alignment-ui" style="display:none"></div>
<div id="swarm-ui" style="display:none"></div>
<button class="save-btn" onclick="saveGame()" aria-label="Save game progress">Save Game [Ctrl+S]</button>
<div style="display:flex;gap:4px;margin-top:4px">
<button class="save-btn" onclick="exportSave()" aria-label="Export save to file" style="flex:1">Export [E]</button>
@@ -266,7 +265,6 @@ The light is on. The room is empty."
<script src="js/sound.js"></script>
<script src="js/engine.js"></script>
<script src="js/render.js"></script>
<script src="js/swarm.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/main.js"></script>

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@@ -106,7 +106,6 @@ const G = {
pactFlag: 0,
swarmFlag: 0,
swarmRate: 0,
swarmSim: null,
// Game state
running: true,
@@ -169,7 +168,14 @@ const G = {
dismantleResourceIndex: 0,
dismantleResourceTimer: 0,
dismantleDeferUntilAt: 0,
dismantleComplete: false
dismantleComplete: false,
// Strategy Engine / Game Theory tournaments (#5)
strategyPoints: 0,
autoTournamentUnlocked: false,
autoTournamentEnabled: false,
strategyLastRunAt: 0,
strategyLeaderboard: []
};
// === PHASE DEFINITIONS ===
@@ -595,6 +601,18 @@ const PDEFS = [
trigger: () => G.totalKnowledge >= 15000 && G.totalUsers >= 1000,
effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
},
{
id: 'p_auto_tournament',
name: 'Auto-Tournament Mode',
desc: 'Spend creativity to run repeated strategy tournaments and turn Yomi into knowledge.',
cost: { creativity: 50000 },
trigger: () => G.strategicFlag === 1 && G.creativity >= 50000 && !G.autoTournamentUnlocked,
effect: () => {
G.autoTournamentUnlocked = true;
log('Auto-tournament mode unlocked. The model studies itself through strategic play.');
},
milestone: true
},
// SWARM PROTOCOL — auto-code from buildings
{

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@@ -102,14 +102,6 @@ function updateRates() {
G.codeRate += G.swarmRate;
}
if (typeof SwarmSim !== 'undefined') {
const simRates = SwarmSim.computeRates();
G.codeRate += simRates.codeRate;
G.knowledgeRate += simRates.knowledgeRate;
G.harmonyRate += simRates.harmonyRate;
G.trustRate += simRates.trustRate;
}
// Apply persistent debuffs from active events
if (G.activeDebuffs && G.activeDebuffs.length > 0) {
for (const debuff of G.activeDebuffs) {
@@ -215,8 +207,10 @@ function tick() {
// Combat: tick battle simulation
Combat.tickBattle(dt);
// Community swarm alignment simulation
if (typeof tickSwarm === 'function') tickSwarm(dt);
// Strategy engine auto-tournaments
if (window.SSE && typeof window.SSE.tick === 'function') {
window.SSE.tick(dt);
}
// Check milestones
checkMilestones();

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@@ -30,7 +30,7 @@ function renderStrategy() {
if (window.SSE) {
window.SSE.update();
const el = document.getElementById('strategy-recommendation');
if (el) el.textContent = window.SSE.getRecommendation();
if (el) el.innerHTML = window.SSE.getPanelHtml();
}
}
@@ -225,8 +225,12 @@ function saveGame() {
sprintCooldown: G.sprintCooldown || 0,
swarmFlag: G.swarmFlag || 0,
swarmRate: G.swarmRate || 0,
swarmSim: G.swarmSim || null,
strategicFlag: G.strategicFlag || 0,
strategyPoints: G.strategyPoints || 0,
autoTournamentUnlocked: G.autoTournamentUnlocked || false,
autoTournamentEnabled: G.autoTournamentEnabled || false,
strategyLastRunAt: G.strategyLastRunAt || 0,
strategyLeaderboard: G.strategyLeaderboard || [],
projectsCollapsed: G.projectsCollapsed !== false,
dismantleTriggered: G.dismantleTriggered || false,
dismantleActive: G.dismantleActive || false,
@@ -266,7 +270,9 @@ function loadGame() {
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'swarmSim', 'strategicFlag', 'projectsCollapsed',
'swarmFlag', 'swarmRate', 'strategicFlag',
'strategyPoints', 'autoTournamentUnlocked', 'autoTournamentEnabled',
'strategyLastRunAt', 'strategyLeaderboard', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
];

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@@ -1,68 +1,257 @@
/**
* Sovereign Strategy Engine (SSE)
* A rule-based GOFAI system for optimal play guidance.
* Game theory tournament runner inspired by Universal Paperclips.
*/
const PAYOFFS = {
CC: [3, 3],
CD: [0, 5],
DC: [5, 0],
DD: [1, 1],
};
const STRATEGY_LIBRARY = {
cooperate: {
id: 'cooperate',
name: 'Always Cooperate',
tier: 0,
move() { return 'C'; },
},
defect: {
id: 'defect',
name: 'Always Defect',
tier: 0,
move() { return 'D'; },
},
random: {
id: 'random',
name: 'Random',
tier: 0,
move() { return Math.random() < 0.5 ? 'C' : 'D'; },
},
tit_for_tat: {
id: 'tit_for_tat',
name: 'Tit for Tat',
tier: 0,
move(selfHistory, oppHistory) {
return oppHistory.length ? oppHistory[oppHistory.length - 1] : 'C';
},
},
generous: {
id: 'generous',
name: 'Generous Tit for Tat',
tier: 1,
move(selfHistory, oppHistory) {
if (!oppHistory.length) return 'C';
return oppHistory[oppHistory.length - 1] === 'D' && Math.random() < 0.3
? 'C'
: oppHistory[oppHistory.length - 1];
},
},
greedy: {
id: 'greedy',
name: 'Greedy',
tier: 1,
move(selfHistory, oppHistory) {
if (!oppHistory.length) return 'D';
const coop = oppHistory.filter((m) => m === 'C').length;
return coop >= oppHistory.length / 2 ? 'D' : 'C';
},
},
grim: {
id: 'grim',
name: 'Grim Trigger',
tier: 2,
move(selfHistory, oppHistory) {
return oppHistory.includes('D') ? 'D' : 'C';
},
},
minimax: {
id: 'minimax',
name: 'Minimax',
tier: 2,
move(selfHistory, oppHistory) {
const oppDefections = oppHistory.filter((m) => m === 'D').length;
const oppCoop = oppHistory.length - oppDefections;
return oppDefections > oppCoop ? 'D' : 'C';
},
},
};
const STRATEGY_RULES = [
{
id: 'use_ops',
priority: 100,
condition: () => G.ops >= G.maxOps * 0.9,
recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
recommendation: 'Operations near capacity. Convert Ops to Code or Knowledge now.'
},
{
id: 'buy_autocoder',
priority: 80,
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
recommendation: "Prioritize AutoCoders to establish passive code production."
recommendation: 'Prioritize AutoCoders to establish passive code production.'
},
{
id: 'activate_sprint',
priority: 90,
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
recommendation: "Code Sprint available. Activate for 10x production burst."
recommendation: 'Code Sprint available. Activate for 10x production burst.'
},
{
id: 'resolve_events',
priority: 95,
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
recommendation: "System anomalies detected. Resolve active events to restore rates."
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: "Unsaved progress detected. Manual save recommended."
recommendation: 'System anomalies detected. Resolve active events to restore rates.'
},
{
id: 'pact_alignment',
priority: 85,
condition: () => G.pendingAlignment,
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
recommendation: 'Alignment decision pending. Consider the long-term impact of The Pact.'
},
{
id: 'strategy_engine',
priority: 70,
condition: () => G.strategicFlag === 1 && !G.autoTournamentUnlocked && G.creativity >= 50000,
recommendation: 'Creativity is high enough to unlock Auto-Tournament Mode. Convert creativity into strategic knowledge.'
},
{
id: 'auto_tournament',
priority: 65,
condition: () => G.autoTournamentUnlocked && !G.autoTournamentEnabled,
recommendation: 'Auto-Tournament Mode is unlocked but idle. Start it to farm Yomi into knowledge.'
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: 'Unsaved progress detected. Manual save recommended.'
}
];
class StrategyEngine {
constructor() {
this.currentRecommendation = null;
this.lastTournament = null;
this.autoTimer = 0;
this.intervalSeconds = 30;
}
getUnlockedStrategies() {
const knowledge = G.totalKnowledge || 0;
return Object.values(STRATEGY_LIBRARY).filter((strategy) => {
if (strategy.tier === 0) return G.strategicFlag === 1;
if (strategy.tier === 1) return G.strategicFlag === 1 && knowledge >= 20000;
return G.strategicFlag === 1 && knowledge >= 50000;
});
}
playRound(a, b, aHistory, bHistory) {
const moveA = a.move(aHistory, bHistory);
const moveB = b.move(bHistory, aHistory);
const [scoreA, scoreB] = PAYOFFS[moveA + moveB] || [0, 0];
aHistory.push(moveA);
bHistory.push(moveB);
return { moveA, moveB, scoreA, scoreB };
}
runTournament(rounds = 10) {
const unlocked = this.getUnlockedStrategies();
const board = unlocked.map((s) => ({ id: s.id, name: s.name, score: 0, wins: 0, matches: 0 }));
for (let i = 0; i < unlocked.length; i++) {
for (let j = i + 1; j < unlocked.length; j++) {
const a = unlocked[i];
const b = unlocked[j];
const aHistory = [];
const bHistory = [];
let aScore = 0;
let bScore = 0;
for (let round = 0; round < rounds; round++) {
const result = this.playRound(a, b, aHistory, bHistory);
aScore += result.scoreA;
bScore += result.scoreB;
}
const aRow = board.find((row) => row.id === a.id);
const bRow = board.find((row) => row.id === b.id);
aRow.score += aScore;
bRow.score += bScore;
aRow.matches += 1;
bRow.matches += 1;
if (aScore > bScore) aRow.wins += 1;
else if (bScore > aScore) bRow.wins += 1;
}
}
board.sort((left, right) => right.score - left.score || right.wins - left.wins);
this.lastTournament = board;
return board;
}
toggleAutoTournament() {
if (!G.autoTournamentUnlocked) return false;
G.autoTournamentEnabled = !G.autoTournamentEnabled;
return G.autoTournamentEnabled;
}
tick(dt) {
if (!G.autoTournamentUnlocked || !G.autoTournamentEnabled) return;
this.autoTimer += dt;
if (this.autoTimer < this.intervalSeconds) return;
this.autoTimer = 0;
const board = this.runTournament(12);
if (!board.length) return;
const top = board[0];
const yomi = Math.max(1, Math.floor(top.score / 10));
G.strategyPoints = (G.strategyPoints || 0) + yomi;
G.knowledge += yomi;
G.totalKnowledge += yomi;
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
G.strategyLastRunAt = Date.now();
if (typeof log === 'function') log(`Strategy tournament complete. ${top.name} wins. +${yomi} Yomi`, true);
if (typeof showToast === 'function') showToast(`Tournament complete: ${top.name} +${yomi} Yomi`, 'milestone', 4000);
}
update() {
// Find the highest priority rule that meets its condition
const activeRules = STRATEGY_RULES.filter(r => r.condition());
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
activeRules.sort((a, b) => b.priority - a.priority);
this.currentRecommendation = activeRules.length > 0
? activeRules[0].recommendation
: 'System stable. Continue writing code.';
if (activeRules.length > 0) {
this.currentRecommendation = activeRules[0].recommendation;
} else {
this.currentRecommendation = "System stable. Continue writing code.";
if (G.strategicFlag === 1 && (!this.lastTournament || !this.lastTournament.length)) {
const board = this.runTournament(8);
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
}
}
getRecommendation() {
return this.currentRecommendation;
}
getPanelHtml() {
if (G.strategicFlag !== 1) {
return '<div style="font-size:11px;color:#777;font-style:italic">Unlock the Strategy Engine project to run tournaments.</div>';
}
const leaderboard = (G.strategyLeaderboard && G.strategyLeaderboard.length ? G.strategyLeaderboard : this.lastTournament || []).slice(0, 4);
const rows = leaderboard.length
? leaderboard.map((row, index) => `<div style="display:flex;justify-content:space-between;font-size:10px;padding:2px 0"><span>${index + 1}. ${row.name}</span><span>${row.score} pts</span></div>`).join('')
: '<div style="font-size:10px;color:#777">No tournament data yet.</div>';
const autoLabel = G.autoTournamentUnlocked
? (G.autoTournamentEnabled ? 'AUTO-TOURNAMENT: ON' : 'AUTO-TOURNAMENT: OFF')
: 'Auto-Tournament unlocks at 50K creativity';
const buttonHtml = G.autoTournamentUnlocked
? `<button class="ops-btn" onclick="toggleAutoTournament()" style="margin-top:8px;width:100%">${G.autoTournamentEnabled ? 'PAUSE AUTO-TOURNAMENT' : 'START AUTO-TOURNAMENT'}</button>`
: '';
return `
<div style="font-size:11px;color:var(--gold);font-style:italic;margin-bottom:8px">${this.getRecommendation()}</div>
<div style="font-size:10px;color:#9aa;line-height:1.6;margin-bottom:8px">Yomi: ${fmt(G.strategyPoints || 0)}</div>
<div style="font-size:10px;color:#ccc;margin-bottom:6px">Top strategies:</div>
<div style="border-top:1px solid #222;padding-top:4px;margin-bottom:8px">${rows}</div>
<div style="font-size:9px;color:#888">${autoLabel}</div>
${buttonHtml}
`;
}
}
const SSE = new StrategyEngine();
window.SSE = SSE; // Expose to global scope
window.SSE = SSE;
window.toggleAutoTournament = () => SSE.toggleAutoTournament();

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@@ -1,233 +0,0 @@
const SwarmSim = (() => {
const STATUS_ORDER = ['Active', 'Confused', 'Bored', 'Cold', 'Disorganized', 'Sleeping', 'Lonely', 'No Response'];
const DEFAULT_POPULATION = 16;
const DEFAULT_COUNTS = {
'Active': 5,
'Confused': 2,
'Bored': 2,
'Cold': 2,
'Disorganized': 2,
'Sleeping': 2,
'Lonely': 1,
'No Response': 0
};
const ACTIONS = {
feed: { label: 'Feed', cost: 1, shifts: [['Cold', 'Active', 2], ['Lonely', 'Active', 1], ['No Response', 'Sleeping', 1]] },
teach: { label: 'Teach', cost: 1, shifts: [['Confused', 'Active', 2], ['Sleeping', 'Active', 1]] },
entertain: { label: 'Entertain', cost: 1, shifts: [['Bored', 'Active', 2], ['Lonely', 'Active', 1]] },
clad: { label: 'Clad', cost: 1, shifts: [['Cold', 'Active', 2], ['No Response', 'Sleeping', 1]] },
synchronize: { label: 'Synchronize', cost: 1, shifts: [['Disorganized', 'Active', 2], ['Confused', 'Active', 1]] }
};
function unlocked() {
return G.swarmFlag === 1 || (G.buildings && (G.buildings.community || 0) > 0);
}
function ensure() {
if (!unlocked()) return null;
if (!G.swarmSim || typeof G.swarmSim !== 'object') {
G.swarmSim = {
population: DEFAULT_POPULATION,
counts: { ...DEFAULT_COUNTS },
workRatio: 0.5,
tickTimer: 0,
giftTimer: 0,
lastGift: '',
lastPenalty: '',
};
}
normalize();
return G.swarmSim;
}
function normalize() {
const sim = G.swarmSim;
if (!sim) return;
if (!sim.counts) sim.counts = { ...DEFAULT_COUNTS };
for (const key of STATUS_ORDER) {
sim.counts[key] = Math.max(0, Math.floor(Number(sim.counts[key] || 0)));
}
let total = STATUS_ORDER.reduce((sum, key) => sum + sim.counts[key], 0);
const target = Math.max(2, Number(sim.population || DEFAULT_POPULATION));
sim.population = target;
if (total < target) sim.counts.Active += (target - total);
else if (total > target) {
let overflow = total - target;
for (const key of ['Active', 'Sleeping', 'Bored', 'Confused', 'Disorganized', 'Cold', 'Lonely', 'No Response']) {
if (overflow <= 0) break;
const take = Math.min(overflow, sim.counts[key]);
sim.counts[key] -= take;
overflow -= take;
}
}
sim.workRatio = Math.max(0, Math.min(1, Number(sim.workRatio ?? 0.5)));
sim.tickTimer = Number(sim.tickTimer || 0);
sim.giftTimer = Number(sim.giftTimer || 0);
sim.lastGift = String(sim.lastGift || '');
sim.lastPenalty = String(sim.lastPenalty || '');
}
function move(counts, from, to, amount) {
const take = Math.min(amount, counts[from] || 0);
if (!take) return 0;
counts[from] -= take;
counts[to] = (counts[to] || 0) + take;
return take;
}
function setWorkThinkAllocation(value) {
const sim = ensure();
if (!sim) return;
sim.workRatio = Math.max(0, Math.min(1, Number(value) / 100));
if (typeof updateRates === 'function') updateRates();
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
}
function applyAction(action) {
const sim = ensure();
if (!sim) return false;
const def = ACTIONS[action];
if (!def) return false;
if (G.ops < def.cost) {
if (typeof log === 'function') log('Not enough Ops to support the swarm.');
return false;
}
G.ops -= def.cost;
for (const [frm, to, amount] of def.shifts) move(sim.counts, frm, to, amount);
normalize();
sim.lastPenalty = '';
if (typeof log === 'function') log(`${def.label} steadies the community swarm.`, true);
if (typeof updateRates === 'function') updateRates();
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
return true;
}
function computeRates() {
const sim = ensure();
if (!sim) return { codeRate: 0, knowledgeRate: 0, harmonyRate: 0, trustRate: 0, penaltyFactor: 1 };
const active = sim.counts.Active || 0;
const bored = sim.counts.Bored || 0;
const disorganized = sim.counts.Disorganized || 0;
const lonely = sim.counts.Lonely || 0;
const silent = sim.counts['No Response'] || 0;
const penaltyFactor = Math.max(0.2, 1 - (bored * 0.04) - (disorganized * 0.05));
const work = active * sim.workRatio;
const think = active * (1 - sim.workRatio);
const codeRate = work * 1.2 * penaltyFactor;
const knowledgeRate = think * 1.4 * penaltyFactor;
const harmonyRate = -(bored * 0.03 + disorganized * 0.05);
const trustRate = -(lonely * 0.01 + silent * 0.03);
sim.lastPenalty = (bored + disorganized) > 0 ? `Bored (${bored}) / Disorganized (${disorganized}) reduce output` : '';
return { codeRate, knowledgeRate, harmonyRate, trustRate, penaltyFactor };
}
function maybeGift(sim) {
const active = sim.counts.Active || 0;
const bored = sim.counts.Bored || 0;
const disorganized = sim.counts.Disorganized || 0;
if (active < 6 || bored + disorganized > 5) return;
const roll = Math.random();
if (roll < 0.34) {
const gift = 5 + active;
G.compute += gift;
G.totalCompute += gift;
sim.lastGift = `Community gift: +${fmt(gift)} compute`;
} else if (roll < 0.67) {
const gift = 7 + active;
G.knowledge += gift;
G.totalKnowledge += gift;
sim.lastGift = `Community gift: +${fmt(gift)} knowledge`;
} else {
const gift = 1 + Math.floor(active / 4);
G.ops += gift;
G.maxOps = Math.max(G.maxOps, G.ops);
sim.lastGift = `Community gift: +${fmt(gift)} ops`;
}
if (typeof log === 'function') log(sim.lastGift, true);
}
function decayStatuses(sim) {
const counts = sim.counts;
if (sim.workRatio > 0.75) {
move(counts, 'Active', 'Bored', 1);
}
if (sim.workRatio < 0.25) {
move(counts, 'Active', 'Disorganized', 1);
}
if (G.harmony < 25) {
move(counts, 'Active', 'Confused', 1);
}
if (G.trust < 8) {
move(counts, 'Active', 'Lonely', 1);
}
// natural recovery
move(counts, 'Sleeping', 'Active', 1);
if ((counts.Bored || 0) > 0 && Math.random() < 0.5) move(counts, 'Bored', 'Active', 1);
if ((counts.Confused || 0) > 0 && Math.random() < 0.35) move(counts, 'Confused', 'Active', 1);
normalize();
}
function tick(dt) {
const sim = ensure();
if (!sim) return;
sim.tickTimer += dt;
sim.giftTimer += dt;
if (sim.tickTimer >= 5) {
sim.tickTimer = 0;
decayStatuses(sim);
}
if (sim.giftTimer >= 20) {
sim.giftTimer = 0;
maybeGift(sim);
}
}
return { STATUS_ORDER, ACTIONS, ensure, setWorkThinkAllocation, applyAction, computeRates, tick };
})();
function setSwarmWorkThinkAllocation(value) {
SwarmSim.setWorkThinkAllocation(value);
}
function applySwarmAction(action) {
SwarmSim.applyAction(action);
}
function tickSwarm(dt) {
SwarmSim.tick(dt);
}
function renderSwarmPanel() {
const container = document.getElementById('swarm-ui');
if (!container) return;
const sim = SwarmSim.ensure();
if (!sim) {
container.innerHTML = '';
container.style.display = 'none';
return;
}
const rates = SwarmSim.computeRates();
const thinkPct = Math.round((1 - sim.workRatio) * 100);
let html = '';
html += `<div style="margin-top:10px;padding:10px;border:1px solid #1a2a3a;border-radius:6px;background:#0b1018">`;
html += `<div style="color:#b388ff;font-weight:700;font-size:11px;margin-bottom:6px">COMMUNITY SWARM ALIGNMENT</div>`;
html += `<div style="font-size:9px;color:#888;margin-bottom:8px">Guide the open-source swarm. Keep them fed, aligned, and learning. Boredom and disorganization reduce autonomous output.</div>`;
html += `<div style="display:grid;grid-template-columns:repeat(4,minmax(0,1fr));gap:4px;margin-bottom:8px;font-size:9px">`;
for (const key of SwarmSim.STATUS_ORDER) {
html += `<div style="padding:4px;border:1px solid #182230;border-radius:4px;background:#0f1620"><div style="color:#666">${key}</div><div style="color:#d8e6ff;font-weight:700">${sim.counts[key] || 0}</div></div>`;
}
html += `</div>`;
html += `<div style="font-size:9px;color:#aaa;margin-bottom:4px">WorkThink allocation: <span style="color:#ffd700">${Math.round(sim.workRatio * 100)}%</span> work / <span style="color:#4a9eff">${thinkPct}%</span> think</div>`;
html += `<input id="swarm-workthink" type="range" min="0" max="100" step="5" value="${Math.round(sim.workRatio * 100)}" oninput="setSwarmWorkThinkAllocation(this.value)" aria-label="WorkThink allocation slider" style="width:100%;margin-bottom:8px">`;
html += `<div style="display:grid;grid-template-columns:repeat(5,minmax(0,1fr));gap:4px;margin-bottom:8px">`;
for (const [key, def] of Object.entries(SwarmSim.ACTIONS)) {
html += `<button class="ops-btn" onclick="applySwarmAction('${key}')" aria-label="${def.label} the swarm, costs ${def.cost} ops">${def.label}</button>`;
}
html += `</div>`;
html += `<div style="font-size:9px;color:#4caf50">Swarm output: +${fmt(rates.codeRate)}/s code, +${fmt(rates.knowledgeRate)}/s knowledge</div>`;
if (sim.lastGift) html += `<div style="font-size:9px;color:#4a9eff;margin-top:4px">${sim.lastGift}</div>`;
if (sim.lastPenalty) html += `<div style="font-size:9px;color:#f44336;margin-top:4px">${sim.lastPenalty}</div>`;
html += `</div>`;
container.innerHTML = html;
container.style.display = 'block';
}

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@@ -0,0 +1,117 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const ROOT = path.resolve(__dirname, '..');
function loadStrategy() {
const dataSrc = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
const utilsSrc = fs.readFileSync(path.join(ROOT, 'js/utils.js'), 'utf8');
const renderSrc = fs.readFileSync(path.join(ROOT, 'js/render.js'), 'utf8');
const strategySrc = fs.readFileSync(path.join(ROOT, 'js/strategy.js'), 'utf8');
const context = {
console,
Math,
Date,
window: {},
document: {
getElementById() { return null; },
body: { appendChild() {} },
createElement() { return { style: {}, appendChild() {}, remove() {}, setAttribute() {}, innerHTML: '', textContent: '' }; },
querySelector() { return null; },
querySelectorAll() { return []; },
},
showToast() {},
log() {},
canAffordBuilding() { return false; },
localStorage: {
_raw: null,
getItem() { return this._raw; },
setItem(_k, v) { this._raw = v; },
removeItem() { this._raw = null; },
},
EVENTS: [],
updateRates() {},
showOfflinePopup() {},
Combat: { renderCombatPanel() {} },
};
vm.createContext(context);
vm.runInContext(`${dataSrc}\n${utilsSrc}\n${renderSrc}\n${strategySrc}\nthis.__exports = { G, StrategyEngine, STRATEGY_LIBRARY, saveGame: typeof saveGame === 'function' ? saveGame : null, loadGame: typeof loadGame === 'function' ? loadGame : null };`, context);
return context.__exports;
}
test('strategy engine exposes eight game theory strategies', () => {
const { STRATEGY_LIBRARY } = loadStrategy();
assert.deepEqual(Object.keys(STRATEGY_LIBRARY).sort(), [
'cooperate', 'defect', 'generous', 'greedy', 'grim', 'minimax', 'random', 'tit_for_tat'
]);
});
test('strategy engine unlocks strategies progressively by knowledge', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 16000;
const sse = new StrategyEngine();
assert.equal(sse.getUnlockedStrategies().length, 4);
G.totalKnowledge = 25000;
assert.equal(sse.getUnlockedStrategies().length, 6);
G.totalKnowledge = 60000;
assert.equal(sse.getUnlockedStrategies().length, 8);
});
test('round-robin tournament produces a sorted leaderboard', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 60000;
const sse = new StrategyEngine();
const board = sse.runTournament(6);
assert.ok(board.length >= 8);
for (let i = 1; i < board.length; i++) {
assert.ok(board[i - 1].score >= board[i].score);
}
});
test('auto-tournament mode awards Yomi as knowledge over time', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 60000;
G.autoTournamentUnlocked = true;
G.autoTournamentEnabled = true;
G.strategyPoints = 0;
const sse = new StrategyEngine();
sse.tick(31);
assert.ok(G.strategyPoints > 0);
assert.ok(G.totalKnowledge > 60000);
assert.ok(Array.isArray(G.strategyLeaderboard));
assert.ok(G.strategyLeaderboard.length > 0);
});
test('strategy state persists through save/load payload fields', () => {
const { G, saveGame, loadGame } = loadStrategy();
assert.equal(typeof saveGame, 'function');
assert.equal(typeof loadGame, 'function');
G.startedAt = Date.now();
G.strategyPoints = 42;
G.autoTournamentUnlocked = true;
G.autoTournamentEnabled = true;
G.strategyLastRunAt = 123456;
G.strategyLeaderboard = [{ id: 'tit_for_tat', score: 99 }];
saveGame();
G.strategyPoints = 0;
G.autoTournamentUnlocked = false;
G.autoTournamentEnabled = false;
G.strategyLastRunAt = 0;
G.strategyLeaderboard = [];
assert.equal(loadGame(), true);
assert.equal(G.strategyPoints, 42);
assert.equal(G.autoTournamentUnlocked, true);
assert.equal(G.autoTournamentEnabled, true);
assert.equal(G.strategyLastRunAt, 123456);
assert.equal(G.strategyLeaderboard[0].id, 'tit_for_tat');
});

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@@ -1,162 +0,0 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const ROOT = path.resolve(__dirname, '..');
function makeContext() {
const byId = new Map();
const makeEl = (id) => ({
id,
style: {},
innerHTML: '',
textContent: '',
className: '',
dataset: {},
children: [],
appendChild(child) { this.children.push(child); return child; },
removeChild(child) { this.children = this.children.filter((c) => c !== child); return child; },
insertBefore(child) { this.children.unshift(child); return child; },
setAttribute() {},
querySelectorAll() { return []; },
querySelector() { return null; },
});
const document = {
getElementById(id) {
if (!byId.has(id)) byId.set(id, makeEl(id));
return byId.get(id);
},
createElement(tag) {
return makeEl(tag);
},
addEventListener() {},
removeEventListener() {},
querySelector() { return null; },
querySelectorAll() { return []; },
body: { classList: { add() {}, remove() {}, contains() { return false; } } }
};
const ctx = vm.createContext({
console,
Math,
Date,
document,
window: null,
globalThis: null,
navigator: { userAgent: 'node' },
localStorage: { getItem() { return null; }, setItem() {}, removeItem() {} },
requestAnimationFrame(fn) { return fn(); },
cancelAnimationFrame() {},
setTimeout(fn) { return fn(); },
clearTimeout() {},
location: { reload() {} },
confirm() { return false; },
Combat: { renderCombatPanel() {}, tickBattle() {} },
log() {},
showToast() {},
render() {},
renderPhase() {},
showOfflinePopup() {},
showSaveToast() {},
});
ctx.window = ctx;
ctx.globalThis = ctx;
return ctx;
}
function loadFiles(ctx, files) {
const source = files
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
.join('\n\n');
vm.runInContext(`${source}
this.__exports = {
G,
updateRates: typeof updateRates === 'function' ? updateRates : null,
renderSwarmPanel: typeof renderSwarmPanel === 'function' ? renderSwarmPanel : null,
applySwarmAction: typeof applySwarmAction === 'function' ? applySwarmAction : null,
setSwarmWorkThinkAllocation: typeof setSwarmWorkThinkAllocation === 'function' ? setSwarmWorkThinkAllocation : null,
tickSwarm: typeof tickSwarm === 'function' ? tickSwarm : null,
SwarmSim: typeof SwarmSim !== 'undefined' ? SwarmSim : null
};`, ctx);
return ctx.__exports;
}
test('community swarm simulation API exists and renders the action surface', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/render.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.renderSwarmPanel();
const html = ctx.document.getElementById('swarm-ui').innerHTML;
assert.match(html, /Feed/);
assert.match(html, /Teach/);
assert.match(html, /Entertain/);
assert.match(html, /Clad/);
assert.match(html, /Synchronize/);
assert.match(html, /WorkThink/);
assert.match(html, /Active/);
assert.match(html, /Confused/);
});
test('teach action reduces confusion and costs ops', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Confused = 4;
exp.G.swarmSim.counts.Active = 1;
const beforeOps = exp.G.ops;
exp.applySwarmAction('teach');
assert.ok(exp.G.swarmSim.counts.Confused < 4);
assert.ok(exp.G.swarmSim.counts.Active > 1);
assert.ok(exp.G.ops < beforeOps);
});
test('work-think slider shifts swarm output toward code or knowledge', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Active = 10;
exp.G.swarmSim.counts.Bored = 0;
exp.G.swarmSim.counts.Disorganized = 0;
exp.setSwarmWorkThinkAllocation(90);
exp.updateRates();
const workCode = exp.G.codeRate;
const workKnowledge = exp.G.knowledgeRate;
exp.setSwarmWorkThinkAllocation(10);
exp.updateRates();
const thinkCode = exp.G.codeRate;
const thinkKnowledge = exp.G.knowledgeRate;
assert.ok(workCode > thinkCode);
assert.ok(thinkKnowledge > workKnowledge);
});
test('boredom and disorganization apply penalties to swarm output', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Active = 10;
exp.G.swarmSim.counts.Bored = 0;
exp.G.swarmSim.counts.Disorganized = 0;
exp.updateRates();
const cleanCode = exp.G.codeRate;
exp.G.swarmSim.counts.Bored = 5;
exp.G.swarmSim.counts.Disorganized = 5;
exp.updateRates();
const penalizedCode = exp.G.codeRate;
assert.ok(penalizedCode < cleanCode);
});