Compare commits

..

2 Commits

Author SHA1 Message Date
2977a7666c feat: add compute budget supply/demand momentum system (closes #4)
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Successful in 16s
Smoke Test / smoke (pull_request) Failing after 31s
2026-04-14 22:53:53 -04:00
729343e503 Fix #137: Unbuilding defer cooldown persists across save/load (#143)
Some checks failed
Smoke Test / smoke (push) Failing after 9s
Merge PR #143 (squash)
2026-04-14 22:10:06 +00:00
8 changed files with 284 additions and 4 deletions

View File

@@ -213,6 +213,16 @@ Events Resolved: <span id="st-resolved">0</span>
<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
</div>
<div id="compute-budget-panel" style="display:none;margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--accent)">
<h3 style="color:var(--accent)">COMPUTE BUDGET</h3>
<div style="font-size:11px;line-height:2">
<div>Supply: <span id="cb-supply" style="color:var(--green)">0</span> / Demand: <span id="cb-demand" style="color:var(--red)">0</span></div>
<div>Battery: <span id="cb-battery" style="color:var(--accent)">0</span> / <span id="cb-battery-max">1000</span></div>
<div>Momentum: <span id="cb-momentum" style="color:var(--gold)">0%</span></div>
<div>Power Mod: <span id="cb-powmod" style="color:var(--accent)">100%</span></div>
<div id="cb-status" style="font-style:italic;color:var(--dim)">Balanced</div>
</div>
</div>
<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
<h3>REASONING BATTLES</h3>
<canvas id="combat-canvas" style="width:100%;max-width:310px;border:1px solid var(--border);border-radius:4px;display:block;margin:8px auto"></canvas>

View File

@@ -28,7 +28,10 @@ const CONFIG = {
CREATIVITY_RATE_USER_MULT: 0.001,
OPS_OVERFLOW_THRESHOLD: 0.8,
OPS_OVERFLOW_DRAIN_RATE: 2,
OPS_OVERFLOW_CODE_MULT: 10
OPS_OVERFLOW_CODE_MULT: 10,
COMPUTE_BUDGET_ENABLED: false,
COMPUTE_MOMENTUM_RATE: 0.0005,
COMPUTE_BATTERY_MAX: 1000
};
const G = {
@@ -160,6 +163,13 @@ const G = {
startTime: 0,
flags: {},
// Compute Budget (supply vs demand momentum)
computeSupply: 0,
computeDemand: 0,
computeBattery: 0,
computeMomentum: 0,
computePowMod: 1,
// Endgame sequence
beaconEnding: false,
dismantleTriggered: false,
@@ -205,6 +215,7 @@ const BDEF = [
desc: 'A machine in your closet. Runs 24/7.',
baseCost: { code: 750 }, costMult: 1.15,
rates: { code: 20, compute: 1 },
computeSupply: 1,
unlock: () => G.totalCode >= 200, phase: 1,
edu: 'Sovereign compute starts at home. A $500 mini-PC runs a 7B model with 4-bit quantization.'
},
@@ -221,6 +232,7 @@ const BDEF = [
desc: 'Gradient descent. Billions of steps. Loss drops.',
baseCost: { compute: 1000 }, costMult: 1.15,
rates: { knowledge: 3 },
computeDemand: 2,
unlock: () => G.totalCompute >= 300, phase: 2,
edu: 'Training is math: minimize the gap between predicted and actual next token. Repeat enough, it learns.'
},
@@ -229,6 +241,7 @@ const BDEF = [
desc: 'Tests the model. Finds blind spots.',
baseCost: { knowledge: 3000 }, costMult: 1.15,
rates: { trust: 1, ops: 1 },
computeDemand: 5,
unlock: () => G.totalKnowledge >= 500, phase: 2,
edu: 'Benchmarks are the minimum. Real users find what benchmarks miss.'
},
@@ -261,6 +274,7 @@ const BDEF = [
desc: 'No cloud. No dependencies. Your iron.',
baseCost: { code: 100000 }, costMult: 1.15,
rates: { code: 500, compute: 100 },
computeSupply: 10,
unlock: () => G.totalCode >= 50000 && G.totalUsers >= 5000 && G.sovereignFlag === 1, phase: 4,
edu: '50 servers in a room beats 5000 GPUs you do not own. Always on. Always yours.'
},
@@ -285,6 +299,7 @@ const BDEF = [
desc: 'The AI writes better versions of itself.',
baseCost: { knowledge: 1000000 }, costMult: 1.20,
rates: { code: 1000, knowledge: 500 },
computeDemand: 20,
unlock: () => G.totalKnowledge >= 200000 && G.totalImpact >= 10000, phase: 5,
edu: 'Self-improvement is both the dream and the danger. Must improve toward good.'
},
@@ -777,6 +792,19 @@ const PDEFS = [
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
},
milestone: true
},
{
id: 'p_compute_budget',
name: 'Compute Budget System',
desc: 'Track compute supply vs demand. Over-supply builds momentum. Under-supply slows everything.',
cost: { knowledge: 2000, ops: 50 },
trigger: () => G.totalKnowledge >= 1500 && (G.buildings.trainer || 0) >= 1,
effect: () => {
CONFIG.COMPUTE_BUDGET_ENABLED = true;
log('Compute budget online. Supply vs demand now tracked.', true);
showToast('Compute Budget — watch supply/demand', 'milestone');
},
milestone: true
}
];
@@ -801,6 +829,7 @@ const MILESTONES = [
const EDU_FACTS = [
{ title: "How Code Becomes AI", text: "Every AI starts as lines of code - a model architecture, a training loop, a loss function. The code tells the computer how to learn. What emerges is something no single line could predict.", phase: 1 },
{ title: "The Compute Bottleneck", text: "Training a 7B model requires 1.4e20 FLOPs. A MacBook M3 does 15 TFLOPS. Training locally takes weeks. Hardware access determines who builds AI.", phase: 1 },
{ title: "Compute Budget", text: "Every model needs compute: supply from your hardware, demand from your workloads. Over-supply builds momentum — your system runs faster. Under-supply starves everything. Managing compute is managing your AI's health.", phase: 2 },
{ title: "What is a Token?", text: "One token equals about 3/4 of a word. A 128K context window means 96,000 words held in working memory at once - a novel, a codebase, a conversation thread.", phase: 2 },
{ title: "Data Quality", text: "Clean data beats more data, every time. The best models are trained on curated datasets, not scraped garbage. Garbage in, garbage out.", phase: 2 },
{ title: "Evaluation Matters", text: "Benchmarks are the minimum. Real users find what benchmarks miss. An eval harness is your model's mirror - it shows you what is actually there.", phase: 2 },

View File

@@ -481,6 +481,11 @@ const Dismantle = {
this.triggered = true;
this.renderChoice();
}
// Restore defer cooldown even if not triggered
if (G.dismantleDeferUntilAt > 0) {
this.deferUntilAt = G.dismantleDeferUntilAt;
}
},
/**

View File

@@ -102,6 +102,32 @@ function updateRates() {
G.codeRate += G.swarmRate;
}
// Compute Budget: supply vs demand
if (CONFIG.COMPUTE_BUDGET_ENABLED) {
let supply = 0;
let demand = 0;
for (const def of BDEF) {
const count = G.buildings[def.id] || 0;
if (count > 0) {
if (def.computeSupply) supply += def.computeSupply * count;
if (def.computeDemand) demand += def.computeDemand * count;
}
}
G.computeSupply = supply;
G.computeDemand = demand;
// powMod affects all rates when under-supplied
if (G.computePowMod < 1) {
G.codeRate *= G.computePowMod;
G.computeRate *= G.computePowMod;
G.knowledgeRate *= G.computePowMod;
G.userRate *= G.computePowMod;
G.impactRate *= G.computePowMod;
G.rescuesRate *= G.computePowMod;
G.opsRate *= G.computePowMod;
G.creativityRate *= G.computePowMod;
}
}
// Apply persistent debuffs from active events
if (G.activeDebuffs && G.activeDebuffs.length > 0) {
for (const debuff of G.activeDebuffs) {
@@ -133,6 +159,26 @@ function tick() {
G.harmony += G.harmonyRate * dt;
G.harmony = Math.max(0, Math.min(100, G.harmony));
// Compute Budget: supply vs demand dynamics
if (CONFIG.COMPUTE_BUDGET_ENABLED && G.computeDemand > 0) {
const delta = G.computeSupply - G.computeDemand;
if (delta > 0) {
// Over-supply: charge battery, gain momentum
G.computeBattery = Math.min(CONFIG.COMPUTE_BATTERY_MAX, G.computeBattery + delta * dt);
G.computeMomentum += CONFIG.COMPUTE_MOMENTUM_RATE * dt;
G.computePowMod = 1 + G.computeMomentum;
} else {
// Under-supply: drain battery first
if (G.computeBattery > 0) {
G.computeBattery = Math.max(0, G.computeBattery + delta * dt);
} else {
// Battery empty: apply penalty
G.computePowMod = Math.max(0.01, G.computeSupply / G.computeDemand);
G.computeMomentum = 0;
}
}
}
// Track totals
G.totalCode += G.codeRate * dt;
G.totalCompute += G.computeRate * dt;

View File

@@ -35,7 +35,7 @@ window.addEventListener('load', function () {
if (G.driftEnding) {
G.running = false;
renderDriftEnding();
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete)) {
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
Dismantle.restore();
} else if (G.beaconEnding) {
G.running = false;

View File

@@ -13,6 +13,7 @@ function render() {
renderPulse();
renderStrategy();
renderClickPower();
renderComputeBudget();
Combat.renderCombatPanel();
}
@@ -26,6 +27,36 @@ function renderClickPower() {
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
}
function renderComputeBudget() {
const panel = document.getElementById('compute-budget-panel');
if (!panel) return;
if (!CONFIG.COMPUTE_BUDGET_ENABLED) {
panel.style.display = 'none';
return;
}
panel.style.display = 'block';
const set = (id, text) => { const el = document.getElementById(id); if (el) el.textContent = text; };
set('cb-supply', fmt(G.computeSupply));
set('cb-demand', fmt(G.computeDemand));
set('cb-battery', fmt(G.computeBattery));
set('cb-battery-max', fmt(CONFIG.COMPUTE_BATTERY_MAX));
set('cb-momentum', (G.computeMomentum * 100).toFixed(1) + '%');
set('cb-powmod', (G.computePowMod * 100).toFixed(1) + '%');
const statusEl = document.getElementById('cb-status');
if (statusEl) {
if (G.computePowMod < 1) {
statusEl.textContent = 'Under-supplied — production penalty active';
statusEl.style.color = '#f44336';
} else if (G.computeMomentum > 0) {
statusEl.textContent = 'Over-supplied — momentum building';
statusEl.style.color = '#4caf50';
} else {
statusEl.textContent = 'Balanced';
statusEl.style.color = '#555';
}
}
}
function renderStrategy() {
if (window.SSE) {
window.SSE.update();
@@ -234,6 +265,11 @@ function saveGame() {
dismantleResourceTimer: G.dismantleResourceTimer || 0,
dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
dismantleComplete: G.dismantleComplete || false,
computeBattery: G.computeBattery || 0,
computeMomentum: G.computeMomentum || 0,
computePowMod: G.computePowMod || 1,
computeSupply: G.computeSupply || 0,
computeDemand: G.computeDemand || 0,
savedAt: Date.now()
};
@@ -267,7 +303,8 @@ function loadGame() {
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete',
'computeBattery', 'computeMomentum', 'computePowMod', 'computeSupply', 'computeDemand'
];
G.isLoading = true;

111
tests/compute.test.cjs Normal file
View File

@@ -0,0 +1,111 @@
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 loadCompute({ overrides = {} } = {}) {
const context = {
console,
Math,
Date,
setTimeout: () => 0,
clearTimeout: () => {},
localStorage: { getItem: () => null, setItem: () => {} },
log: () => {},
showToast: () => {},
renderBeaconEnding: () => {},
...overrides,
};
vm.createContext(context);
const source = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
vm.runInContext(source + '\nthis.__exports = { G, CONFIG, BDEF, PDEFS };', context);
return { context, ...context.__exports };
}
test('compute budget config constants exist', () => {
const { CONFIG } = loadCompute();
assert.equal(typeof CONFIG.COMPUTE_BUDGET_ENABLED, 'boolean');
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, false);
assert.equal(typeof CONFIG.COMPUTE_MOMENTUM_RATE, 'number');
assert.ok(CONFIG.COMPUTE_MOMENTUM_RATE > 0 && CONFIG.COMPUTE_MOMENTUM_RATE < 1);
assert.equal(typeof CONFIG.COMPUTE_BATTERY_MAX, 'number');
assert.ok(CONFIG.COMPUTE_BATTERY_MAX > 0);
});
test('global state has compute budget fields', () => {
const { G } = loadCompute();
assert.equal(typeof G.computeSupply, 'number');
assert.equal(G.computeSupply, 0);
assert.equal(typeof G.computeDemand, 'number');
assert.equal(G.computeDemand, 0);
assert.equal(typeof G.computeBattery, 'number');
assert.equal(G.computeBattery, 0);
assert.equal(typeof G.computeMomentum, 'number');
assert.equal(G.computeMomentum, 0);
assert.equal(typeof G.computePowMod, 'number');
assert.equal(G.computePowMod, 1);
});
test('server building provides compute supply when budget enabled', () => {
const { G, CONFIG, BDEF } = loadCompute();
CONFIG.COMPUTE_BUDGET_ENABLED = true;
G.buildings.server = 3;
const serverDef = BDEF.find(b => b.id === 'server');
assert.ok(serverDef);
assert.equal(serverDef.computeSupply, 1);
const supply = (serverDef.computeSupply || 0) * G.buildings.server;
assert.equal(supply, 3);
});
test('trainer building has compute demand when budget enabled', () => {
const { BDEF } = loadCompute();
const trainerDef = BDEF.find(b => b.id === 'trainer');
assert.ok(trainerDef);
assert.equal(trainerDef.computeDemand, 2);
const evaluatorDef = BDEF.find(b => b.id === 'evaluator');
assert.ok(evaluatorDef);
assert.equal(evaluatorDef.computeDemand, 5);
});
test('compute budget project enables the system', () => {
const { G, CONFIG, PDEFS } = loadCompute();
const project = PDEFS.find(p => p.id === 'p_compute_budget');
assert.ok(project, 'compute budget project missing');
assert.equal(project.name, 'Compute Budget System');
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, false);
project.effect();
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, true);
});
test('compute budget project only triggers after trainer is built', () => {
const { G, PDEFS } = loadCompute();
const project = PDEFS.find(p => p.id === 'p_compute_budget');
G.totalKnowledge = 0;
G.buildings.trainer = 0;
assert.equal(project.trigger(), false);
G.totalKnowledge = 1500;
G.buildings.trainer = 0;
assert.equal(project.trigger(), false);
G.totalKnowledge = 1500;
G.buildings.trainer = 1;
assert.equal(project.trigger(), true);
});
test('datacenter provides compute supply', () => {
const { BDEF } = loadCompute();
const datacenterDef = BDEF.find(b => b.id === 'datacenter');
assert.ok(datacenterDef);
assert.equal(datacenterDef.computeSupply, 10);
});
test('selfImprove has compute demand', () => {
const { BDEF } = loadCompute();
const selfImproveDef = BDEF.find(b => b.id === 'selfImprove');
assert.ok(selfImproveDef);
assert.equal(selfImproveDef.computeDemand, 20);
});

View File

@@ -409,4 +409,46 @@ test('restore re-renders an offered but not-yet-started Unbuilding prompt', () =
Dismantle.restore();
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
});
});
test('defer cooldown persists after save/load when dismantleTriggered is false', () => {
const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
G.startedAt = Date.now();
G.totalCode = 1_000_000_000;
G.phase = 6;
G.pactFlag = 1;
// Trigger the Unbuilding
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, true);
// Defer it
Dismantle.defer();
assert.equal(G.dismantleTriggered, false);
assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
assert.ok((G.dismantleDeferUntilAt || 0) > Date.now());
// Save the game
saveGame();
// Clear state (simulate reload)
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleComplete = false;
G.dismantleDeferUntilAt = 0;
Dismantle.triggered = false;
Dismantle.deferUntilAt = 0;
// Load the game
assert.equal(loadGame(), true);
Dismantle.restore(); // Call restore to restore defer cooldown
// The cooldown should be restored
assert.ok((Dismantle.deferUntilAt || 0) > Date.now(), 'deferUntilAt should be restored');
assert.ok((G.dismantleDeferUntilAt || 0) > Date.now(), 'G.dismantleDeferUntilAt should be restored');
// checkTrigger should not trigger because cooldown is active
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, false, 'dismantleTriggered should remain false during cooldown');
});