Current Phase
Per-team statistics tracking, running peak territory and generations survived for each team, reset on reseed.
Agent attempts
Roadmap
| Time | Project / Phase | Event | What happened |
|---|
MultiLife
Conway's Game of Life is normally single-color, with no notion of competing factions. Naïvely adding color by parent-inheritance (the classic Immigration / QuadLife variants) gives dynamics bit-for-bit identical to monochrome Life, the color is cosmetic and nothing actually competes. MultiLife simulates genuinely competitive multi-team automata where territory is contested and flips, lets you compare it against plain single-color Conway, and reports a quantitative endgame verdict. It runs fully offline, no dependencies, no network, no persistence.
- Faithfully simulate two rule modes: single-color Conway (Classic) and a competitive multi-team variant (Conquest), on a toroidal grid.
- Next-state is deterministic and order-independent via double-buffering; Classic is exactly standard Conway; in Conquest contested cells visibly flip allegiance along fronts.
- On stabilization, auto-halt and present a correct verdict: still lifes, oscillators, and extinction detected and labeled, with cycle-start generation, cycle length, winner, and per-team ranking.
- As a user studying competitive automata, I want to watch 2-4 colored teams contest a grid where cells defect to stronger neighbors, so I can see fronts form, advance, and collapse.
- I want a live per-team readout (count, % territory, peak) and a territory-over-time graph, so I can track the battle and watch a team get wiped out.
- I want an automatic endgame summary when the board stabilizes, so I learn the winner, stabilization generation, cycle length, and full ranking.
- I want a Classic single-color mode, so I can study plain Conway with the same analytics.
- Single self-contained
index.html: no dependencies, no network, no build step, no persistence; vanilla JS + Canvas 2D. - 120×80 toroidal grid; cell holds a team id (
0=dead,1-4=team); 8 Moore neighbors; double-bufferedstep()reads a snapshot then swaps. - Shared rules: survival at 2-3 neighbors; birth at exactly 3 (plurality team); QuadLife missing-color fallback for a 1/1/1 tie at teams=4.
- Conquest: a surviving cell defects to a single enemy team that strictly outnumbers its own; ties never convert. Classic forces teams=1.
- Render to a 480×320 pixelated canvas; fresh (born/converted) cells at alpha 1.0, survivors at ≈0.72.
- Controls: Run/Pause (spacebar mirrors), Reset, Mode, Teams 2/3/4, Speed 1-60 (default 18); reseed ~16% live, uniform random team.
- Per-team readout bars + generation counter; territory line graph (~940-gen ring buffer, extinct teams as flat-zero lines).
- Stability via full-board double-hash; extinction a distinct stable state; endgame card with verdict, winner, summary, ranked table, Run-again.
- Ranking: generations survived (desc), then final territory (desc), then peak (desc).
- All teams reach 0, treated as extinction (stable); rank by generations survived, top team "lasted longest".
- 3 distinct-team parents at teams=4 apply the QuadLife missing-color rule.
- Chaotic / long-period runs never stabilize: keep running, hash history bounded (~20,000 states) to cap memory.
- Mode or team-count changed mid-run reseeds and resets all stats.
- Performance: sustain up to 60 generations/second on 120×80 using typed arrays, capping ≤4 sub-steps per animation frame.
- Reliability: hash history cleared past ~20,000 states, detection restarts; non-stabilizing runs never error.
- Offline / privacy: no network request, no external resource, no logging or persistence.
- Aesthetic: tactical-console palette; fixed team colors (1 Amber, 2 Teal, 3 Rose, 4 Violet).
Roadmap
11 ordered phases, each verification-gated.
Verification
Project type
web-app
Entry point
Open index.html directly (file:// works), or serve it with python3 -m http.server 8000.
Public surface
- Open the page and immediately see a grid of colored teams on a dark canvas with controls below.
- Click Run and watch teams contest territory in Conquest; switch to Classic for single-color Conway.
- Let a run stabilize and see the endgame verdict card with the winner and a ranked table.
Verification stack
Acceptance tool: playwright. The reviewer launches a real browser, exercises the controls and canvas, and confirms the endgame verdict rather than relying on jsdom.
Project Queue
Six real builds from the pipeline. Click MultiLife to open its full cost & token controls.
Setup & Preflight
Step 1 · Repository path
Confirm the repository path Lullabeast will build in.
Step 2 · Project Idea
The roadmap and verification doc come from Project Ideas, authoring lives there.
▶ Show carried-in content (read-only)
Step 3 · Completion Report
Automatically generate documentation and next steps when the pipeline completes.
Step 4 · Preflight
Checks symlink, .gitignore, workspace files, and roadmap. Launch adds scaffolding and sets the active project.
roadmap write: Wrote roadmap.md from the MultiLife idea
prd write: Wrote prd.md
verification write: Wrote verification.md
pipeline artifacts dir: Pipeline artifacts directory ready (/home/x/projects/MultiLife/.autodev/pipeline)
.gitignore: Created .gitignore with pipeline entries
.gitignore entries: All required entries present
workspace symlink: pipeline_state.json points at /home/x/projects/MultiLife
Preflight passed, ready to launch.
Current Phase
11 of 11 phases completed
Per-phase
| Phase | Dur | Execs | Cost | Tokens | Result |
|---|
MultiLife
What was built
MultiLife is now a fully self-contained browser simulation of competitive multi-team cellular automata. It ships as a single index.html with no external dependencies, no network calls, and no build step. The simulation runs a 120×80 toroidal grid with double-buffered Conway rules, supports Classic single-color mode and a 2-4 team Conquest mode with territory conversion, and presents live analytics plus an automatic endgame verdict when the pattern stabilizes.
Entry points
Open in browser: index.html (open directly, file:// is fine).
Run tests: npm test (Playwright against index.html).
How to run
Suggested next steps
- Add a step-forward control for frame-by-frame inspection during debugging.
- Expose grid state via a query-string API for shareable starting configurations.
- Add an in-page legend explaining Conquest mode and the ranking rules.
- Package the simulation loop as a reusable module so the engine can be driven from Node.js.
| Time | Project / Phase | Event | What happened |
|---|---|---|---|
| 21:21 | MultiLife | Pipeline | Pipeline complete, 11 of 11 phases shipped |
| 21:21 | MultiLife | Report | Completion report generated and written to .autodev |
| 21:21 | MultiLife / UI-E2 | Phase End | Phase complete, reviewer approved (CLEAN) |
| 21:02 | MultiLife / UI-E2 | Attempt | Executor attempt 2 succeeded after a self-failure retry |