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v0.1.3
Added
- One prioritised queue per model machine. Games, benchmark jobs, probe runs and reports whose
analysis a model writes share a single ranked list for each machine, on a new Queue page.
Higher priority runs first, then whatever has waited longest. Running work is in the same list:
put something above it ("⤒ top") and the running work makes way at its next safe point, then
carries on by itself when it is back on top. Equal priorities never interrupt each other. The
page also shows the lab's experiments, with their own priorities, and this server's CPU load. - Quiet hours for Servers-page machines. Each machine has a Quiet hours setting, read in its
owner's time zone, that applies to everyone including its owner: games, benchmark jobs and probe
runs finish the turn in progress, pause, and resume by themselves when the hours end. Lobby games
now pause in quiet hours too (they used to keep running). - Costs for Servers-page machines, and energy per task. Machines registered through the helper
were recorded in the usage ledger but never priced. Each machine card now has Power & costs
(watts, hardware price and lifespan, electricity plan), reports include these machines, and a new
report section, Energy and efficiency, compares each model on each machine: kWh, electricity
cost, Wh per game, per model turn and per probe case, output tokens per Wh and per second,
performance per kWh, and cost per task. A machine registered again keeps its earlier usage. - Reports can be written on a helper machine and wait for it in the queue like other work.
- Benchmark scenarios take the map options (edges, rivers, resources).
deploy/citar-lab.serviceruns the bot-vs-bot lab as a low-priority service beside the server.
Changed
- Pausing a game stops its clock. Paused time no longer counts toward a turn's duration or its
time limit, and an AI paused mid-turn waits before its next model call instead of playing on. - Finished games leave the current-games list by themselves, ten minutes after the end once
nobody is watching. Their saves and replay are kept, as with Close. - Probe runs on different machines run side by side, and a run waiting for its machine no
longer holds up runs for other machines. - A machine is freed as soon as its model is eliminated; a benchmark job whose model is out ends
there instead of watching the bots play on. - The Servers page says which hours are which: a group's window is now "Allowed hours" (when the
people you share with may use a machine, never limiting you), distinct from the machine's quiet hours.
Fixed
- Lobby games survive a server restart. Open games used to disappear until reloaded by hand.
- Reports show on the Reports page. The site's security policy blocked the report frame, so the
page looked blank; reports are now served with their own strict policy (no scripts, framable only
by the site). - A closed game stays closed. Closing a game during an autosave could bring it back after the
next restart. - Benchmark jobs pause with the machine their game really uses, even after its seat was moved to
a re-registered machine. - Queued work waits for a machine a game is using instead of fighting it for the slot.
Checksums
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