Pac-Man
A self-playing arcade game — ghosts chase a flood-filled distance field.
Pac-Man modelled end-to-end: a maze of cells, a singleton game-state, four ghosts and Pac-Man himself. On each turn Pac-Man emits a wave message that propagates through the maze as a breadth-first distance field; the ghosts read that gradient to chase, each biased by its personality. Power pellets flip the game into frightened mode, and the game-state machine watches the pellet count and lives to call the win or loss.
A showcase of message-driven computation: a whole shortest-path field is built by cascading messages between cells within a single turn, with a load-bearing fixed step order (ghosts, then cells, then game-state, then Pac-Man) that keeps the chase deterministic. Good for testing pursuit, planning and adversarial reasoning against reproducible game traces.
A live sample of the dataset this scenario generates.
Linked tables with guaranteed referential integrity.
Generated REST endpoints. Also exposed as MCP tools.
OSI-compatible definition, emitted with the dataset.
# pacman.osi.yaml — emitted automatically semantic_model: name: "pacman" source: "duckdb://pacman.db" entities: - name: pacman primary_key: id dimensions: - name: state type: categorical - name: t type: time measures: - name: row_count agg: count - name: active agg: sum filter: "state = 'ACTIVE'"
More worlds.
Game of Life
Conway's automaton as a perfectly observable, deterministic grid world.
London Underground
A live tube graph — eleven lines, hundreds of trains, platforms held as a mutex.
Claims FNOL
First notice of loss through settlement, with capacity-capped regional adjusters.