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Determinism
github-actions[bot] edited this page May 23, 2026
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In Areloria, "random" is a forbidden word in the core simulation. We operate on Absolute Causality.
To avoid floating-point drift across different browsers and hardware, we use the Kappa Standard:
- Kappa = 1000
- All simulation values are scaled by Kappa and treated as 64-bit integers.
- Example: A move speed of 1.25 units/tick is represented as 1250.
The state transition of the world is governed by the Trinitarian Psi Evolution:
Psi[n + 1] = kappa * (Psi[n] odot A_ARE)^3 + 3 * P(Psi[n])- Psi[n]: Current state vector at tick n.
- A_ARE: Axiomatic coupling operator.
- P(Psi[n]): Plexity function (the weight of simulation entities).
Every meaningful world state must be reproducible from:
- Initial Seed
- Tick Number
- Input Stream
- Deterministic Engine Version
Replay is our proof layer. If a combat result cannot be replayed, it did not happen.
Our CI/CD pipeline enforces strict determinism rules for Level-A paths:
- Forbidden:
Math.random(),Date.now(),new Date(),randomUUID(). - Required: Sorted Map/Set iterations.
- Requirement: All simulation decisions must be traceable to the tick-derived seed.
Areloria WASD — Deterministic Browser MMORPG Engine
Auto-generated by Areloria Codex Engine | 2026-08-12
Status: Living Wiki | Sync: Autonomous Codex Engine