Phalanx Duel User-Group Presentation Series Plan
This plan is based on the public-safe structure and documentation in the Phalanx Duel repositories, especially the TypeScript monorepo’s README, package map, development and testing guides, and the architecture and gameplay wiki. It is a plan for an upcoming user-group presentation, not a claim that every planned article has already been written.
The through-line
Phalanx Duel is a 1v1 tactical card game and a working architecture laboratory. The presentation should let the audience see both at once:
flowchart LR
A[Player intent] --> B[Shared contract]
B --> C[Authoritative server]
C --> D[Deterministic engine]
D --> E[Validated state transition]
E --> F[Ledger and replay evidence]
F --> G[Role-safe projection]
G --> H[Player, spectator, or bot]
E --> I[Telemetry and diagnostics]
I --> C
The central question is: how do you build a game where the rules, network, clients, evidence, and operational feedback can all agree about what happened?
Article and talk sequence
1. The Game as a Systems Laboratory
Introduce the game, the tactical 1v1 format, and the reason a small game can carry serious architectural lessons.
Diagram: system context with player, client, server, engine, database, observer, and telemetry.
Audience takeaway: constraints make boundaries visible.
2. Server Authority and the Meaning of a Move
Walk through the difference between a client expressing intent and a server accepting an action.
sequenceDiagram
participant P as Player
participant C as Client
participant S as Authoritative server
participant E as Rules engine
participant L as Action ledger
P->>C: Choose action
C->>S: Send intent over WebSocket
S->>E: Validate against current state
alt Legal action
E-->>S: Next deterministic state
S->>L: Record transition and evidence
S-->>C: Broadcast safe projection
else Illegal action
E-->>S: Reject with reason
S-->>C: Return action error
end
3. A Match Is a State Machine
Explain deployment, attack, resolution, cleanup, reinforcement, draw, end of turn, and game over as a phase machine.
Diagram: state machine based on the documented phase graph.
Discussion prompt: Which transitions are player actions, and which are system advances? Where can a match stall?
4. Determinism Is Necessary but Not Sufficient
Use the gameplay assurance material to distinguish deterministic computation from demonstrated correctness. Identical wrong logic can still be deterministic.
Discuss versioned rules, named operands, calculation provenance, rule IDs, replay fingerprints, and bounded proof claims. Be precise about what the finite verification does not prove, including balance, generalized custom geometry, network availability, or future rules.
5. Hidden Information and Role-Safe Projections
Show how the server can maintain an internal authoritative state while players, bots, and spectators receive different projections.
flowchart TD
A[Authoritative GameState] --> P[Player 1 projection]
A --> Q[Player 2 projection]
A --> B[Competitive bot projection]
A --> S[Delayed spectator replay]
A --> L[Complete internal ledger]
P -. hidden hand omitted .-> X[Observer-relative visibility]
Q -. hidden hand omitted .-> X
B -. hidden state omitted .-> X
6. The Protocol Is Part of the Game
Cover createMatch, joinMatch, watchMatch, action, and authenticate,
then trace server responses such as gameState, actionError, reconnect
events, and spectator events.
Diagram: protocol surface mapped to client behavior and server handlers.
Audience takeaway: a game rule is not complete until its contract can be carried across the boundary.
7. Observability as a Debugging Instrument
Show the local OpenTelemetry path, health checks, logs, spans, and regression workflow. Connect this to the broader method of instrumenting seams before changing them.
flowchart LR
A[Intent or failure] --> B[Reproduce with minimal noise]
B --> C[Inspect logs and spans]
C --> D[Locate phase and boundary]
D --> E[Validate rule and contract]
E --> F[Add regression evidence]
F --> G[Observe the next run]
G --> B
8. MCP and the AI Access Boundary
Explain the tiered MCP surface. Engine tools can work without the database. Additional data and analysis capabilities are opt-in. Local model analysis is the default documented path in the development guide.
The ethical point belongs here: an AI agent can inspect a game through an explicit tool boundary, but the tool profile determines what it may see and what it may do. The model is not the authority. The engine and server remain the authority.
9. QA as a Truth Gate
Cover property tests, rules checks, replay verification, playthroughs, schema checks, boundary checks, and production contract checks. Show how an end-to-end playthrough turns a claim about the game into inspectable evidence.
10. Build in the Open, Keep Claims Bounded
Close with the project history, public commits, known limitations, and the difference between stable and experimental claims. Invite the group to play, read the rules, inspect the engine, or contribute a targeted test.
Proposed presentation flow
flowchart TD
A[Play one simple turn] --> B[Ask who is authoritative]
B --> C[Trace the state transition]
C --> D[Expose hidden information boundary]
D --> E[Show evidence and replay]
E --> F[Show telemetry when reality disagrees]
F --> G[Open the MCP and contribution seams]
G --> H[Invite questions and a small experiment]
Questions to resolve before publication
These are intentional prompts, not guesses:
- Which version and release state should the user-group presentation name?
- Should the live demonstration use a browser match, an engine-only example, or a recorded playthrough?
- Which architecture claims should be demonstrated in the room rather than described from documentation?
- Do you want the presentation framed primarily as game architecture, deterministic systems, OpenTelemetry practice, or AI tool boundaries?
- Which screenshots, captures, or public repository links are approved for the final slides and articles?
Ethical and source boundary
The eventual articles will be AI-augmented, human-led material. A human will guide the AI through the source selection, interpretation, corrections, and final approval. The repository documentation and source code provide the technical evidence. The AI may organize and diagram that evidence, but it must not invent gameplay behavior, performance numbers, contributor stories, or project history. Any ambiguity that changes the meaning stays visible until the author resolves it.