Problem
PsyPlay explores how real-time games and carefully governed behavioural signals can support adaptive decision systems without allowing analysis workloads to compromise gameplay.
Context
The editable project scope includes Chess, Connect Four, and Ludo. Real-time multiplayer services own authoritative game state, while WebSocket matchmaking connects players to suitable sessions.
Architecture
Gameplay services publish durable events for downstream analysis. Chess engine work can be isolated through a Stockfish worker pool so expensive computation remains bounded and observable.
Engineering decisions
- Keep the synchronous gameplay path small and deterministic.
- Treat gameplay-event analytics as an asynchronous consumer.
- Use agentic or LLM-assisted behaviour analysis only for interpretation, never as the source of game truth.
- Instrument services with Prometheus and inspect behaviour through Grafana.
Constraints
Real-time latency, reconnect handling, privacy boundaries, and graceful degradation shape the design. The architecture described here is directional and does not claim a particular production scale.
Outcomes
Current engineering work establishes clear boundaries among gameplay, engine computation, analytics, and interpretation. Adaptive experiences remain an area for measured experimentation.
Related writing
See Building Behaviour Analytics for Real-Time Multiplayer Games.