Claude-skill-registry hammer-benchmark-regression

Runs performance benchmarks for SDL3 HammerEngine and detects regressions by comparing metrics against baseline. Use when testing performance-sensitive changes to AI, collision, pathfinding, particle systems, or before merging features to ensure no performance degradation.

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/hammer-benchmark-regression" ~/.claude/skills/majiayu000-claude-skill-registry-hammer-benchmark-regression && rm -rf "$T"
manifest: skills/data/hammer-benchmark-regression/SKILL.md
source content

HammerEngine Performance Regression Detection

This Skill is critical for SDL3 HammerEngine's performance requirements. The engine must maintain 10,000+ entity support at 60+ FPS with minimal CPU usage. This Skill detects performance regressions before they reach production.

Performance Requirements (from CLAUDE.md)

  • AI System: 10,000+ entities at 60+ FPS with <6% CPU
  • Collision System: Spatial hash with efficient AABB detection
  • Pathfinding: A* pathfinding with dynamic weights
  • Event System: 1K-10K event throughput
  • Particle System: Camera-aware batched rendering

Workflow Overview

⚠️ CRITICAL: AI Scaling Benchmark is MANDATORY The AI System is the most performance-critical component. Always run

./tests/test_scripts/run_ai_benchmark.sh
as part of the regression check. DO NOT proceed to report generation without AI benchmark results.

  1. Identify or Create Baseline - Store previous metrics
  2. Run Benchmark Suite - Execute ALL 10 performance tests (including AI)
  3. Extract Metrics - Parse results from test outputs
  4. Compare vs Baseline - Calculate percentage changes
  5. Flag Regressions - Alert on performance degradation
  6. Generate Report - Detailed analysis with recommendations

Checklist before generating report:

  • AI Scaling Benchmark completed
  • Collision System Benchmark completed
  • Pathfinder Benchmark completed ← CRITICAL: Always verify metrics extracted!
  • Event Manager Scaling completed
  • Particle Manager Benchmark completed
  • UI Stress Tests completed
  • SIMD Performance Benchmark completed
  • Integrated System Benchmark completed
  • Background Simulation Benchmark completed
  • Adaptive Threading Analysis completed

Metrics Extraction Verification (MANDATORY):

  • AI: Entity scaling metrics and updates/sec extracted
  • Pathfinding: Async throughput metrics extracted (NOT immediate timing) ← PRODUCTION METRIC ONLY!
  • Collision: SOA timing and efficiency extracted
  • Trigger Detection: Detector count, overlaps, method (spatial/sweep) extracted
  • Event: Throughput and latency extracted
  • Particle: Update time extracted
  • UI: Processing throughput extracted
  • SIMD: Speedup factors extracted for all 4 operations (AI Distance, Bounds, Layer Mask, Particle Physics)
  • Integrated: Frame time statistics and scaling summary extracted
  • Background Sim: Scaling data and threading threshold extracted
  • Adaptive Threading: Throughput learning, mode switching validation, gradual crossover data extracted

Benchmark Test Suites

Available Benchmarks (ALL REQUIRED)

Working Directory: Use absolute path to project root or set

$PROJECT_ROOT
environment variable. All paths below are relative to project root.

IMPORTANT: All 10 benchmarks MUST be run for complete regression analysis.

  1. AI Scaling Benchmark (

    ./bin/debug/ai_scaling_benchmark
    ) [REQUIRED - CRITICAL]

    • Script:
      ./tests/test_scripts/run_ai_benchmark.sh
    • Tests: Entity scaling (100-10000), threading comparison, behavior mix
    • Metrics: Entity updates/sec, time per update, threading speedup
    • Target: 100K+ updates/sec at 10000 entities
    • Duration: ~3 minutes
    • Status: CRITICAL - Engine core performance benchmark
  2. Collision Scaling Benchmark (

    ./bin/debug/collision_scaling_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_collision_scaling_benchmark.sh
    • Tests: SAP (Sweep-and-Prune) for MM, Spatial Hash for MS, Trigger Detection scaling
    • Metrics: MM/MS time, throughput, pair counts, trigger detection overlaps, sub-quadratic scaling
    • Trigger Detection: Tests spatial query (<50 entities) and sweep-and-prune (>=50 entities) paths
    • Duration: ~2 minutes
  3. Pathfinder Benchmark (

    ./bin/debug/pathfinder_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_pathfinder_benchmark.sh
    • Tests: Async pathfinding throughput at scale
    • Metrics: Async throughput (paths/sec), batch processing performance, success rate
    • Note: Immediate pathfinding deprecated - only track async metrics
    • Duration: ~5 minutes
  4. Event Manager Scaling (

    ./bin/debug/event_manager_scaling_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_event_scaling_benchmark.sh
    • Tests: Event throughput 10-4000 events, concurrency
    • Metrics: Events/sec, dispatch latency, queue depth
    • Duration: ~2 minutes
  5. Particle Manager Benchmark (

    ./bin/debug/particle_manager_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_particle_manager_benchmark.sh
    • Tests: Batch rendering performance, particle updates
    • Metrics: Particles/frame, update time, batch count
    • Duration: ~2 minutes
  6. UI Stress Tests (

    ./bin/debug/ui_stress_test
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_ui_stress_tests.sh
    • Tests: UI component performance, layout, collision checks
    • Metrics: Processing throughput, iteration time, layout calc/sec
    • Duration: ~1 minute
  7. SIMD Performance Benchmark (

    ./bin/debug/simd_performance_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_simd_benchmark.sh
    • Tests: SIMD vs scalar performance across AI, Collision, Particle operations
    • Metrics: Speedup factor (scalar time / SIMD time), platform detection (SSE2/AVX2/NEON)
    • Target: SIMD ≥1.0x (must be faster than scalar)
    • Duration: ~1 minute
  8. Integrated System Benchmark (

    ./bin/debug/integrated_system_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_integrated_benchmark.sh
    • Tests: Realistic game simulation (10K AI + 5K particles), scaling 1K-20K entities
    • Metrics: Frame time avg/P95/P99, frame drop %, max sustainable entity count, coordination overhead
    • Target: <16.67ms average (60 FPS), <5% frame drops, <2ms coordination overhead
    • Duration: ~3 minutes
  9. Background Simulation Benchmark (

    ./bin/debug/background_simulation_manager_benchmark
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_background_simulation_manager_benchmark.sh
    • Tests: Background tier entity scaling (100-10K), threading threshold, adaptive tuning
    • Metrics: Update time, throughput (entities/ms), batch count, threading mode
    • Target: Sub-linear scaling, efficient threading crossover (~500 entities)
    • Duration: ~2 minutes
  10. Adaptive Threading Analysis (

    ./bin/debug/adaptive_threading_analysis
    ) [REQUIRED]

    • Script:
      ./tests/test_scripts/run_adaptive_threading_analysis.sh
    • Tests: WorkerBudget adaptive logic validation using Collision system
    • Test Cases:
      • Collision_ThroughputLearning
        : Validates WBM learns throughput for single/multi modes
      • Collision_ModeSelection
        : Validates WBM selects correct mode based on learned data
      • BatchMultiplierTuning
        : Validates hill-climbing batch multiplier converges
      • Collision_ModeSwitching
        : Tests bidirectional mode switching (scale up→MULTI, scale down→SINGLE)
    • Metrics: Single vs multi throughput (items/ms), speedup ratio, natural crossover point, batch multiplier
    • Key Thresholds:
      • MIN_WORKLOAD=100
        : Always single-threaded below 100 entities
      • MODE_SWITCH_THRESHOLD=1.15
        : 15% improvement required to switch modes
    • Target: Correct crossover detection, throughput tracking convergence, bidirectional mode switching
    • Duration: ~2 minutes

Total Benchmark Duration: ~25 minutes

Execution Steps

Step 1: Identify Baseline

Baseline Storage Location:

$PROJECT_ROOT/test_results/baseline/
├── thread_safe_ai_baseline.txt         (AI system baseline)
├── collision_benchmark_baseline.txt
├── pathfinder_benchmark_baseline.txt
├── event_benchmark_baseline.txt
├── particle_manager_baseline.txt
├── buffer_utilization_baseline.txt
├── resource_tests_baseline.txt
├── serialization_baseline.txt
└── baseline_metadata.txt

Baseline Creation Logic:

# Check if baseline exists (requires PROJECT_ROOT to be set)
if [ ! -d "$PROJECT_ROOT/test_results/baseline/" ]; then
    echo "No baseline found. Creating baseline from current run..."
    mkdir -p "$PROJECT_ROOT/test_results/baseline/"
    CREATING_BASELINE=true
fi

When to Create New Baseline:

  • No baseline exists (first run)
  • User explicitly requests baseline refresh
  • Major optimization work completed (intentional performance change)
  • After validating improvements (new baseline for future comparisons)

Step 2: Run Benchmark Suite

CRITICAL: ALL 10 benchmarks must be run. DO NOT skip the AI benchmark.

Run individually (RECOMMENDED - allows better progress tracking):

# IMPORTANT: Set PROJECT_ROOT and run from project directory
# Example: cd /path/to/SDL3_HammerEngine_Template && export PROJECT_ROOT=$(pwd)

# 1. AI Scaling Benchmark (REQUIRED - 3 minutes)
./tests/test_scripts/run_ai_benchmark.sh

# 2. Collision Scaling Benchmark (REQUIRED - 2 minutes)
./tests/test_scripts/run_collision_scaling_benchmark.sh

# 3. Pathfinder Benchmark (REQUIRED - 5 minutes)
./tests/test_scripts/run_pathfinder_benchmark.sh

# 4. Event Manager Scaling (REQUIRED - 2 minutes)
./tests/test_scripts/run_event_scaling_benchmark.sh

# 5. Particle Manager Benchmark (REQUIRED - 2 minutes)
./tests/test_scripts/run_particle_manager_benchmark.sh

# 6. UI Stress Tests (REQUIRED - 1 minute)
./tests/test_scripts/run_ui_stress_tests.sh

# 7. SIMD Performance Benchmark (REQUIRED - 1 minute)
./tests/test_scripts/run_simd_benchmark.sh

# 8. Integrated System Benchmark (REQUIRED - 3 minutes)
./tests/test_scripts/run_integrated_benchmark.sh

# 9. Background Simulation Benchmark (REQUIRED - 2 minutes)
./tests/test_scripts/run_background_simulation_manager_benchmark.sh

# 10. Adaptive Threading Analysis (REQUIRED - 4 minutes)
./tests/test_scripts/run_adaptive_threading_analysis.sh

Timeout Protection: Each benchmark has timeout protection:

  • AI Scaling: 600 seconds (10 minutes)
  • Others: 300 seconds (5 minutes)

If timeout occurs, flag as potential infinite loop or performance catastrophe.

Progress Tracking:

Running benchmarks (this will take ~25 minutes)...
[1/10] AI Scaling Benchmark... ✓ (3m 00s) - CRITICAL
[2/10] Collision Scaling Benchmark... ✓ (2m 05s)
[3/10] Pathfinder Benchmark... ✓ (5m 05s)
[4/10] Event Manager Scaling... ✓ (2m 10s)
[5/10] Particle Manager Benchmark... ✓ (2m 05s)
[6/10] UI Stress Tests... ✓ (1m 02s)
[7/10] SIMD Performance Benchmark... ✓ (1m 00s)
[8/10] Integrated System Benchmark... ✓ (3m 15s)
[9/10] Background Simulation Benchmark... ✓ (2m 00s)
[10/10] Adaptive Threading Analysis... ✓ (4m 00s)
Total: 25m 42s

Execution Order: Run benchmarks in the order listed above. AI benchmark should always be run first as it's the most critical system and longest-running test.

Step 3: Extract Metrics

Metrics Extraction Patterns:

AI System Metrics

Extract scaling performance:

# Parse tabular output from AIEntityScaling test
grep -A 20 "AI Entity Scaling" test_results/ai_scaling_benchmark_*.txt | \
  grep -E "^\s+[0-9]+\s+[0-9.]+"

# Extract summary metrics (primary regression detection)
grep -E "Entity updates per second:|Threading mode:|Threading threshold" \
  test_results/ai_scaling_benchmark_*.txt

# Or use the current run file
cat test_results/ai_scaling_current.txt | grep -A 5 "SCALABILITY SUMMARY"

Example Output:

--- AI Entity Scaling ---
  Entities   Time (ms)   Updates/sec   Threading     Status
       100        0.85        117647       single          OK
       500        1.23        406504       multi           OK
      1000        1.89        529100       multi           OK
      2000        3.21        623053       multi           OK
      5000        7.12        702247       multi           OK
     10000       13.45        743494       multi           OK

SCALABILITY SUMMARY:
Entity updates per second: 743494 (at 10000 entities)
Threading mode: WorkerBudget Multi-threaded

Baseline Key Format:

Entity_<count>_UpdatesPerSec

Key Metrics:

  • Updates/sec: Primary performance metric (higher is better)
  • Threading threshold: Currently 500 entities (single-threaded below, multi above)
  • Scaling efficiency: Updates/sec should increase sub-linearly with entity count

Collision Scaling Metrics

# Extract metrics from collision scaling benchmark
grep -E "Movables|Statics|Time \(ms\)|Throughput|Scenario" test_results/collision_scaling_current.txt

Example Output:

--- MM Scaling (SAP) ---
  Movables   Time (ms)    MM Pairs    Throughput
       100        0.02           5        5151/ms
       500        0.14          31        3559/ms
      1000        0.22          59        4596/ms
      2000        0.41          97        4893/ms
      5000        1.11         282        4509/ms
     10000        2.26         527        4434/ms

--- MS Scaling (Spatial Hash) ---
   Statics    Movables   Time (ms)    MS Pairs          Mode
       100         200        0.15         155          hash
       500         200        0.14          93          hash
      2000         200        0.15          83          hash
      5000         200        0.15          79          hash
     10000         200        0.15          70          hash
     20000         200        0.15          72          hash

--- Combined Scaling ---
       Scenario   Time (ms)        MM        MS      Total
    Small (500)        0.11        14        15          29
  Medium (1500)        0.19        35        36          71
   Large (3000)        0.34        64        65         129
      XL (6000)        0.65       164       164         328
    XXL (12000)        1.31       305       305         610

Key Metrics:

  • MM SAP: O(n log n) - time grows sub-quadratically with movable count
  • MS Hash: O(n) - time stays FLAT as static count increases (spatial hash effectiveness)
  • Combined: Sub-quadratic scaling verified up to 12K entities

Trigger Detection Metrics

# Extract trigger detection scaling from collision benchmark
grep -E "Detectors|Triggers|Overlaps|Method" test_results/collision_scaling_current.txt | \
  grep -v "^--"

Example Output:

--- Trigger Detection Scaling ---
   Detectors    Triggers   Time (ms)    Overlaps        Method
           1         100       0.143           0        spatial
           1         400       0.138           0        spatial
          10         200       0.145           1        spatial
          25         200       0.148           4        spatial
          50         200       0.228           3          sweep
         100         200       0.255           9          sweep
         200         400       0.433          44          sweep

Key Metrics:

  • Detectors: Entities with NEEDS_TRIGGER_DETECTION flag (Player + enabled NPCs)
  • Triggers: EventOnly triggers in the world (water, area markers, etc.)
  • Method: Spatial query (<50 entities) or sweep-and-prune (>=50 entities)
  • Performance Target: <0.5ms for typical scenarios (1-50 detectors, 100-400 triggers)

Adaptive Strategy Thresholds:

  • < 50 entities: Spatial queries O(N × ~k nearby triggers)
  • ≥ 50 entities: Sweep-and-prune O((N+T) log (N+T))

Pathfinder Metrics [ASYNC THROUGHPUT ONLY]

⚠️ IMPORTANT: PathfinderManager uses async-only pathfinding in production. Immediate (synchronous) pathfinding is deprecated and should NOT be tracked in regression analysis.

Production Metrics Extraction:

# Extract async pathfinding throughput - PRIMARY METRIC
grep -E "Async.*Throughput|paths/sec" test_results/pathfinder_benchmark_results.txt | \
  grep -E "Throughput:"

# Example output format:
#   Throughput: 3e+02 paths/sec
#   Throughput: 4e+02 paths/sec
#   Throughput: 4e+02 paths/sec

REQUIRED Metrics to Extract:

  1. Async throughput (paths/second) - Production metric
  2. Success rate (must be 100%)
  3. Batch processing performance (if high-volume scenarios tested)

DEPRECATED Metrics (DO NOT TRACK):

  • ❌ Immediate pathfinding timing (deprecated, not used in production)
  • ❌ Path calculation time by distance (legacy synchronous metric)
  • ❌ Per-path latency measurements (not relevant for async architecture)

Baseline Comparison Keys:

  • Pathfinding_Async_Throughput_PathsPerSec
  • Pathfinding_Batch_Processing_Enabled
  • Pathfinding_SuccessRate

Example Baseline Comparison:

| Metric | Baseline | Current | Change | Status |
|--------|----------|---------|--------|--------|
| Async Throughput | 300-400 paths/sec | 300-400 paths/sec | 0% | ⚪ Stable |
| Batch Processing | 50K paths/sec | 100K paths/sec | +100% | 🟢 Major Improvement |
| Success Rate | 100% | 100% | 0% | ✓ Maintained |

What to Report:

  • Always include a dedicated "Pathfinding System" section in regression reports
  • Focus on async throughput as primary metric
  • Highlight batch processing performance for high-volume scenarios
  • Note success rate (failures are critical regressions)
  • Exclude deprecated immediate pathfinding metrics from analysis

Event Manager Metrics

grep -E "Events/sec:|Dispatch Latency:|Queue Depth:" test_results/event_manager_scaling/performance_metrics.txt

Example Output:

Events/sec: 8500
Dispatch Latency: 0.12ms
Queue Depth: 128
Peak Throughput: 10000 events/sec

Particle Manager Metrics

grep -E "Particles/frame:|Render Time:|Batch Count:" test_results/particle_benchmark/performance_metrics.txt

Example Output:

Particles/frame: 5000
Render Time: 3.2ms
Batch Count: 12
Culling Efficiency: 88%

UI Metrics

grep -E "Render Time:|Event Handling:|Components:" test_results/ui_stress/performance_metrics.txt

Example Output:

Components: 1000
Render Time: 4.5ms
Event Handling: 0.3ms
DPI Scaling: 60 FPS

SIMD Performance Metrics

# Extract speedup factors
grep -E "Speedup:|SIMD Time:|Scalar Time:|Status:" test_results/simd_benchmark_current.txt

# Platform detection
grep -E "Detected SIMD:|Platform:" test_results/simd_benchmark_current.txt

Example Output:

=== AIManager Distance Calculation ===
Platform: NEON (ARM64)
SIMD Time:   12.345 ms
Scalar Time: 45.678 ms
Speedup:     3.70x
Status: PASS (SIMD faster than scalar)

=== ParticleManager Physics Update ===
Platform: NEON (ARM64)
SIMD Time:   10.234 ms
Scalar Time: 38.456 ms
Speedup:     3.76x
Status: PASS (SIMD faster than scalar)

Key Metrics:

  • Speedup factor: Must be ≥1.0x (SIMD faster than scalar)
  • Platform: SSE2/AVX2/NEON (should not be "Scalar (no SIMD)")
  • Status: PASS/FAIL per operation

Integrated System Benchmark Metrics

# Extract frame statistics
grep -E "Average:|P95:|P99:|Frame drops|Max:" test_results/integrated_benchmark_current.txt

# Scaling summary
grep -A 15 "Scaling Summary" test_results/integrated_benchmark_current.txt

# Coordination overhead
grep -E "Coordination overhead:" test_results/integrated_benchmark_current.txt

Example Output:

=== Integrated System Load Benchmark ===
Frame Time Statistics:
  Average: 8.45ms ✓ (target < 16.67ms)
  P95: 12.32ms ✓ (target < 20ms)
  P99: 15.67ms ✓ (target < 25ms)
  Max: 18.45ms
  Min: 6.12ms
  Frame drops (>16.67ms): 12/600 (2.0%) ✓

=== Scaling Summary ===
Entities    Avg (ms)    P95 (ms)    Drops (%)   Status
1000        2.15        3.21        0.0         ✓ 60+ FPS
5000        5.82        8.45        1.2         ✓ 60+ FPS
10000       10.34       14.56       3.8         ✓ 60+ FPS
15000       16.23       22.34       8.5         ~ 40-60 FPS
20000       24.56       35.67       18.2        ✗ < 40 FPS

Maximum sustainable entity count @ 60 FPS: 10000

Coordination Overhead Analysis:
  Coordination overhead: 1.2ms (3.5%)
✓ PASS: Coordination overhead < 2ms

Key Metrics:

  • Average frame time: Target <16.67ms (60 FPS)
  • P95 frame time: Target <20ms
  • Frame drop %: Target <5%
  • Max sustainable entities: Highest count maintaining 60 FPS
  • Coordination overhead: Target <2ms

Background Simulation Manager Metrics

# Extract scaling performance
grep -E "Entities|Avg \(ms\)|Threaded|Batches" test_results/bgsim_benchmark_current.txt

# Threading recommendation
grep -A 5 "THREADING RECOMMENDATION" test_results/bgsim_benchmark_current.txt

# Adaptive tuning summary
grep -A 10 "ADAPTIVE TUNING SUMMARY" test_results/bgsim_benchmark_current.txt

Example Output:

===== BACKGROUND SIMULATION SCALING TEST =====
    Entities     Avg (ms)     Min (ms)     Max (ms)    Threaded    Batches
         100        0.015        0.012        0.021          no          1
         500        0.045        0.038        0.058         yes          4
        1000        0.082        0.071        0.098         yes          8
        5000        0.312        0.285        0.356         yes         10
       10000        0.598        0.542        0.678         yes         10

=== THREADING RECOMMENDATION ===
Single throughput: 6500.00 items/ms
Multi throughput:  8200.00 items/ms
Batch multiplier:  1.25
Optimal crossover detected: 500 entities

=== ADAPTIVE TUNING SUMMARY ===
Batch sizing:       PASS
Throughput tracking: PASS
Final batch count:  10
Mode preference:    MULTI

Key Metrics:

  • Update time: Should scale sub-linearly with entity count
  • Threading mode: Should enable above crossover threshold (~500)
  • Batches: WorkerBudget batch sizing effectiveness
  • Throughput: Single vs multi items/ms

Adaptive Threading Analysis Metrics

Note: This benchmark validates WorkerBudgetManager adaptive logic using Collision system only.

# Extract throughput learning results
grep -A 5 "After 1000 frames:" test_results/adaptive_threading_current.txt

# Extract mode switching results (gradual scale down)
grep -A 15 "GRADUAL SCALE DOWN" test_results/adaptive_threading_current.txt

# Extract natural crossover point
grep -E "Natural crossover point" test_results/adaptive_threading_current.txt

# Extract validation summary
grep -A 5 "VALIDATION" test_results/adaptive_threading_current.txt

Example Output:

===== COLLISION THROUGHPUT LEARNING =====
Initial state:
  Single TP: 0.00 items/ms
  Multi TP:  0.00 items/ms

Running 1000 frames...

After 1000 frames:
  Single TP: 587.94 items/ms
  Multi TP:  5017.61 items/ms
  Batch multiplier: 1.00

Validation: WBM learned throughput: PASS

===== COLLISION MODE SWITCHING (UP/DOWN) =====
=== PHASE 1: VERY LOW COUNT (expect forced SINGLE) ===
Entity count: 50 (below MIN_WORKLOAD=100)
  Mode at 50 entities: SINGLE
  Expected: SINGLE (forced below MIN_WORKLOAD=100)

=== PHASE 2: SCALE UP (expect MULTI) ===
Entity count: 2000
  Final mode at 2000 entities: MULTI

=== PHASE 3: GRADUAL SCALE DOWN (find natural crossover) ===
  Count    Mode      Single TP    Multi TP     Ratio
  -----    ----      ---------    --------     -----
   1500    MULTI          2538        4541     1.79x
   1000    MULTI          2538        4816     1.90x
    500    MULTI          2278        4739     2.08x
    200    MULTI          2067        3384     1.64x
    125    MULTI          1883        2173     1.15x
    100    SINGLE         3591        1596     0.44x

  Natural crossover point: Not found above MIN_WORKLOAD=100 (MULTI preferred at all tested counts)

=== VALIDATION ===
  Scale UP (50->2000): PASS - switched to MULTI
  Below MIN_WORKLOAD (99): PASS - forced SINGLE
  At MIN_WORKLOAD (100): SINGLE (throughput comparison)
  Bidirectional adaptive: PASS

===== WORKERBUDGET VALIDATION SUMMARY =====
Collision System:
  Single TP:      660 items/ms
  Multi TP:       2301 items/ms
  Batch Mult:     1.00
  Preferred Mode: MULTI
  Multi Speedup:  3.49x

Key Metrics:

  • Throughput learning: WBM learns non-zero throughput for single and multi modes
  • Mode selection: WBM chooses correct mode based on learned throughput (>15% improvement to switch)
  • Batch multiplier: Should stabilize within range [0.4, 2.0]
  • Natural crossover: Entity count where MULTI→SINGLE based on throughput (if found above MIN_WORKLOAD)
  • MIN_WORKLOAD boundary: Entities below 100 forced to SINGLE regardless of throughput
  • Bidirectional switching: Mode correctly switches when scaling up AND down

Step 4: Compare Against Baseline

Comparison Algorithm:

For each metric:

  1. Read baseline value
  2. Read current value
  3. Calculate percentage change:
    ((current - baseline) / baseline) * 100
  4. Determine status:
    • Regression: Slower/worse performance
    • Improvement: Faster/better performance
    • Stable: Within noise threshold (±5%)

Example Comparison:

SystemMetricBaselineCurrentChangeStatus
AIFPS62.356.8-8.8%🔴 Regression
AICPU%5.8%6.4%+10.3%🔴 Regression
CollisionChecks/sec125000134000+7.2%🟢 Improvement
PathfinderCalc Time8.5ms8.7ms+2.4%⚪ Stable

Step 5: Flag Regressions

Regression Severity Levels:

🔴 CRITICAL (Block Merge)

  • AI System FPS drops below 60
  • AI System CPU usage exceeds 8%
  • Any performance metric degrades >15%
  • Benchmark timeouts (infinite loops)

🟠 WARNING (Review Required)

  • Performance degradation 10-15%
  • AI System FPS 60-65 (near threshold)
  • Collision/Pathfinding >10% slower

🟡 MINOR (Monitor)

  • Performance degradation 5-10%
  • Within acceptable variance but trending down

⚪ STABLE (Acceptable)

  • Performance change <5% (measurement noise)

🟢 IMPROVEMENT

  • Performance improvement >5%
  • Successful optimization

Regression Detection Logic:

def classify_change(metric_name, baseline, current, is_lower_better=False):
    change_pct = ((current - baseline) / baseline) * 100

    # Invert for metrics where lower is better (e.g., CPU%, time)
    if is_lower_better:
        change_pct = -change_pct

    # Critical thresholds for AI system (most important)
    if "AI" in metric_name or "FPS" in metric_name:
        if metric_name == "FPS" and current < 60:
            return "CRITICAL", "FPS below 60 threshold"
        if metric_name == "CPU" and current > 8:
            return "CRITICAL", "CPU exceeds 8% threshold"

    # General thresholds
    if change_pct < -15:
        return "CRITICAL", f"{abs(change_pct):.1f}% regression"
    elif change_pct < -10:
        return "WARNING", f"{abs(change_pct):.1f}% regression"
    elif change_pct < -5:
        return "MINOR", f"{abs(change_pct):.1f}% regression"
    elif change_pct > 5:
        return "IMPROVEMENT", f"{change_pct:.1f}% improvement"
    else:
        return "STABLE", f"{abs(change_pct):.1f}% variance (acceptable)"

AI Benchmark Regression Detection Strategy:

  1. Scaling Regression (Low Entity Counts):

    • 100-500 entity performance regresses more than larger counts
    • Root Cause: Single-threaded path overhead, behavior initialization
    • Action: Profile single-threaded update path, check behavior creation costs
    • Impact: Small-world performance degraded
  2. Scaling Regression (High Entity Counts):

    • 5000-10000 entity performance regresses
    • Root Cause: Threading overhead, batch processing, WorkerBudget tuning
    • Action: Profile ThreadSystem, check batch sizes, validate WorkerBudget
    • Impact: Large-world performance degraded
  3. Threading Speedup Degraded:

    • Single-threaded time stable but multi-threaded time increases
    • Root Cause: Thread contention, lock overhead, false sharing
    • Action: Profile thread synchronization, check mutex usage
    • Impact: Threading efficiency degraded
  4. Uniform Regression:

    • All entity counts regress proportionally
    • Root Cause: Core update loop changes, behavior execution overhead
    • Action: Profile behavior update(), check per-entity costs
    • Impact: System-wide performance degradation

SIMD Benchmark Regression Detection:

  • 🔴 CRITICAL: SIMD slower than scalar (speedup < 1.0x) for AI Distance or Particle Physics
  • 🔴 CRITICAL: Platform shows "Scalar (no SIMD)" - SIMD not compiling correctly
  • 🟠 WARNING: Speedup <2.0x for AI Distance (expect 3-4x)
  • ⚪ STABLE: Speedup within ±20% of baseline

Integrated System Regression Detection:

  • 🔴 CRITICAL: Average frame time >16.67ms (below 60 FPS) at 10K entities
  • 🔴 CRITICAL: Frame drop % >10% at standard load
  • 🟠 WARNING: P95 >20ms or coordination overhead >2ms
  • 🟠 WARNING: Max sustainable entities decreased >20%
  • 🟡 MINOR: Sustained performance degradation >5% over 50s
  • ⚪ STABLE: All metrics within targets

Background Simulation Regression Detection:

  • 🔴 CRITICAL: Threading not enabling above 500 entities
  • 🔴 CRITICAL: Adaptive tuning failing (batch sizing not converging)
  • 🟠 WARNING: Update time >1ms at 10K entities
  • 🟡 MINOR: Throughput <5000 items/ms in multi-threaded mode
  • ⚪ STABLE: Sub-linear scaling maintained

Adaptive Threading Analysis Regression Detection:

  • 🔴 CRITICAL: WBM not learning throughput (stays at 0.0 items/ms after 1000 frames)
  • 🔴 CRITICAL: Mode switching broken (stays MULTI at 50 entities, or SINGLE at 2000 entities)
  • 🔴 CRITICAL: MIN_WORKLOAD boundary not enforced (MULTI returned for <100 entities)
  • 🟠 WARNING: Throughput ratio inverted (Single faster than Multi at high counts like 1500+)
  • 🟠 WARNING: Batch multiplier outside valid range [0.4, 2.0]
  • 🟡 MINOR: Batch multiplier not stabilizing (>10% change in last 500 frames)
  • 🟡 MINOR: Natural crossover point shifted significantly from baseline
  • ⚪ STABLE: All validations pass, throughput learning working, bidirectional switching correct

Step 6: Generate Report

Report Structure:

# HammerEngine Performance Regression Report
**Date:** YYYY-MM-DD HH:MM:SS
**Branch:** <current-branch>
**Baseline:** <baseline-date or "New Baseline Created">
**Total Benchmark Time:** <duration>

---

## 🎯 Overall Status: <PASSED/FAILED/WARNING>

<summary-of-regressions>

---

## 📊 Performance Summary

### AI System - Entity Scaling

**Purpose:** Tests AIManager performance with production behaviors

| Entities | Baseline | Current | Change | Threading | Status |
|----------|----------|---------|--------|-----------|--------|
| 100 | 120K/s | 117K/s | -2.5% | single | ⚪ Stable |
| 500 | 410K/s | 406K/s | -1.0% | multi | ⚪ Stable |
| 1000 | 535K/s | 529K/s | -1.1% | multi | ⚪ Stable |
| 2000 | 630K/s | 623K/s | -1.1% | multi | ⚪ Stable |
| 5000 | 710K/s | 702K/s | -1.1% | multi | ⚪ Stable |
| 10000 | 750K/s | 743K/s | -0.9% | multi | ⚪ Stable |

**Status:** ⚪ **STABLE**
- All metrics within acceptable variance (<6%)
- Scaling efficiency maintained across entity counts
- Threading speedup consistent above threshold

**Threading Mode Comparison:**
| Entities | Single (ms) | Multi (ms) | Speedup |
|----------|-------------|------------|---------|
| 500 | 2.45 | 1.23 | 1.99x |
| 1000 | 4.12 | 1.89 | 2.18x |
| 2000 | 7.85 | 3.21 | 2.44x |
| 5000 | 18.50 | 7.12 | 2.60x |

---

### Collision Scaling System

| Scenario | Baseline (ms) | Current (ms) | Change | Throughput | Status |
|----------|---------------|--------------|--------|------------|--------|
| MM 1000 movables | 0.25 | 0.22 | -12% | 4596/ms | 🟢 Improvement |
| MM 5000 movables | 1.20 | 1.11 | -8% | 4509/ms | 🟢 Improvement |
| MM 10000 movables | 2.50 | 2.26 | -10% | 4434/ms | 🟢 Improvement |
| MS 10K statics | 0.16 | 0.15 | -6% | FLAT | ⚪ Stable |
| MS 20K statics | 0.16 | 0.15 | -6% | FLAT | ⚪ Stable |
| Combined XL (6K) | 0.70 | 0.65 | -7% | N/A | 🟢 Improvement |
| Combined XXL (12K) | 1.40 | 1.31 | -6% | N/A | 🟢 Improvement |

**Status:** 🟢 **IMPROVEMENT**
- SAP (Sweep-and-Prune) for MM: O(n log n) scaling confirmed up to 10K movables
- Spatial Hash for MS: O(n) scaling confirmed - time stays FLAT from 100 to 20K statics
- Combined: Sub-quadratic scaling verified up to 12K entities

---

### Trigger Detection System (EventOnly Triggers)

**Purpose:** Tests detection of EventOnly triggers (water, area markers, etc.) by entities with NEEDS_TRIGGER_DETECTION flag.

| Detectors | Triggers | Baseline (ms) | Current (ms) | Change | Method | Status |
|-----------|----------|---------------|--------------|--------|--------|--------|
| 1 (Player) | 100 | 0.15 | 0.14 | -7% | spatial | ⚪ Stable |
| 1 (Player) | 400 | 0.15 | 0.14 | -7% | spatial | ⚪ Stable |
| 10 (NPCs) | 200 | 0.16 | 0.15 | -6% | spatial | ⚪ Stable |
| 25 (NPCs) | 200 | 0.16 | 0.15 | -6% | spatial | ⚪ Stable |
| 50 (threshold) | 200 | 0.25 | 0.23 | -8% | sweep | ⚪ Stable |
| 100 (NPCs) | 200 | 0.28 | 0.26 | -7% | sweep | ⚪ Stable |
| 200 (NPCs) | 400 | 0.45 | 0.43 | -4% | sweep | ⚪ Stable |

**Status:** ⚪ **STABLE**
- Adaptive strategy working correctly (spatial <50, sweep >=50)
- Performance within targets (<0.5ms for typical scenarios)
- Flag-based filtering eliminates unnecessary AABB tests

**Notes:**
- Only entities with NEEDS_TRIGGER_DETECTION flag are processed
- Player has flag by default; NPCs can opt-in via setTriggerDetection(true)
- Replaced O(movables × triggers) brute-force with adaptive O(N × k) or O((N+T) log (N+T))

---

### Pathfinding System **[ALWAYS INCLUDE - CRITICAL]**

**⚠️ IMPORTANT:** This section is MANDATORY in all regression reports. Pathfinding performance directly impacts integrated AI benchmarks.

| Distance (units) | Baseline Time | Current Time | Change | Path Nodes | Success Rate | Status |
|------------------|---------------|--------------|--------|------------|--------------|--------|
| 50 (Short) | 0.048 ms | 0.024 ms | -50.0% | 1 | 100% | 🟢 Major Improvement |
| 400 (Medium) | 0.259 ms | 0.049 ms | -81.1% | 3 | 100% | 🟢 Major Improvement |
| 2000 (Long) | 0.502 ms | 0.052 ms | -89.6% | 6 | 100% | 🟢 Major Improvement |
| 4000 (Very Long) | 0.756 ms | 0.128 ms | -83.1% | 10 | 100% | 🟢 Major Improvement |
| 8000 (Extreme) | N/A | 0.349 ms | N/A | 20 | 100% | 🟢 Excellent |

**Status:** [Determine based on actual results]
- Path calculation performance across all distance ranges
- Success rate (must be 100% - failures are critical regressions)
- Path quality (nodes explored should be reasonable)
- A* algorithm and cache effectiveness

**Template Notes:**
- Always show ALL distance ranges (50, 400, 2000, 4000, 8000 units)
- Include success rate for each distance (failures = critical regression)
- Note path quality (average nodes should be optimal)
- Highlight major improvements or regressions
- Cross-reference with integrated AI benchmark if pathfinding impacts it

---

### Event Manager

| Metric | Baseline | Current | Change | Status |
|--------|----------|---------|--------|--------|
| Events/sec | 8500 | 8200 | -3.5% | ⚪ Stable |
| Dispatch Latency | 0.12ms | 0.13ms | +8.3% | 🟡 MINOR |
| Queue Depth | 128 | 128 | 0.0% | ⚪ Stable |
| Peak Throughput | 10000 | 9800 | -2.0% | ⚪ Stable |

**Status:** 🟡 **MINOR REGRESSION**
- Slight increase in dispatch latency
- Monitor for further degradation

---

### Particle Manager

| Metric | Baseline | Current | Change | Status |
|--------|----------|---------|--------|--------|
| Particles/frame | 5000 | 5000 | 0.0% | ⚪ Stable |
| Render Time | 3.2ms | 3.1ms | -3.1% | ⚪ Stable |
| Batch Count | 12 | 11 | -8.3% | 🟢 Improvement |
| Culling Efficiency | 88% | 90% | +2.3% | 🟢 Improvement |

**Status:** 🟢 **IMPROVEMENT**
- Better batching efficiency
- Improved culling

---

### UI System

| Metric | Baseline | Current | Change | Status |
|--------|----------|---------|--------|--------|
| Components | 1000 | 1000 | 0.0% | ⚪ Stable |
| Render Time | 4.5ms | 4.4ms | -2.2% | ⚪ Stable |
| Event Handling | 0.3ms | 0.3ms | 0.0% | ⚪ Stable |
| DPI Scaling FPS | 60 | 60 | 0.0% | ⚪ Stable |

**Status:** ⚪ **STABLE**

---

### SIMD Performance System

**Purpose:** Validates cross-platform SIMD optimizations deliver claimed speedups

| Operation | Platform | SIMD (ms) | Scalar (ms) | Speedup | Status |
|-----------|----------|-----------|-------------|---------|--------|
| AI Distance | NEON | 12.3 | 45.7 | 3.71x | 🟢 Excellent |
| Collision Bounds | NEON | 8.5 | 9.2 | 1.08x | ⚪ Stable |
| Layer Mask Filter | NEON | 5.1 | 4.8 | 0.94x | ⚪ Compiler auto-vec |
| Particle Physics | NEON | 10.2 | 38.4 | 3.76x | 🟢 Excellent |

**Status:** 🟢 **OPERATIONAL**
- SIMD detected and active (not scalar fallback)
- Key operations (AI Distance, Particle Physics) showing 3-4x speedups
- Auto-vectorization competitive for simple patterns (bounds, layer mask)

---

### Integrated System Performance

**Purpose:** Tests all managers under combined realistic load at 60 FPS target

| Scenario | Entities | Avg (ms) | P95 (ms) | Drops % | Status |
|----------|----------|----------|----------|---------|--------|
| Realistic (10K AI + 5K particles) | 15K | 10.34 | 14.56 | 3.8% | ⚪ Stable |
| Scaling 1K | 1K | 2.15 | 3.21 | 0.0% | ⚪ Stable |
| Scaling 5K | 5K | 5.82 | 8.45 | 1.2% | ⚪ Stable |
| Scaling 10K | 10K | 10.34 | 14.56 | 3.8% | ⚪ Stable |
| Scaling 15K | 15K | 16.23 | 22.34 | 8.5% | 🟡 MINOR |
| Scaling 20K | 20K | 24.56 | 35.67 | 18.2% | 🟠 WARNING |

**Max Sustainable @ 60 FPS:** 10,000 entities
**Coordination Overhead:** 1.2ms (< 2ms target) ✓
**Sustained Performance:** <5% degradation over 50s ✓

---

### Background Simulation System

**Purpose:** Tests background tier entity processing for tier-culled entities

| Entities | Baseline (ms) | Current (ms) | Change | Threaded | Batches | Status |
|----------|---------------|--------------|--------|----------|---------|--------|
| 100 | 0.016 | 0.015 | -6% | no | 1 | ⚪ Stable |
| 500 | 0.048 | 0.045 | -6% | yes | 4 | ⚪ Stable |
| 1000 | 0.085 | 0.082 | -4% | yes | 8 | ⚪ Stable |
| 5000 | 0.320 | 0.312 | -3% | yes | 10 | ⚪ Stable |
| 10000 | 0.615 | 0.598 | -3% | yes | 10 | ⚪ Stable |

**Status:** ⚪ **STABLE**
- Threading threshold: 500 entities (correct crossover)
- Sub-linear scaling maintained
- WorkerBudget adaptive tuning: PASS

---

### Adaptive Threading Analysis (WorkerBudget Validation)

**Purpose:** Validates WorkerBudgetManager adaptive logic using Collision system

**Throughput Learning:**
| Metric | Baseline | Current | Change | Status |
|--------|----------|---------|--------|--------|
| Single TP (items/ms) | 588 | 617 | +5% | ⚪ Stable |
| Multi TP (items/ms) | 5018 | 4970 | -1% | ⚪ Stable |
| Batch Multiplier | 1.00 | 1.00 | 0% | ⚪ Stable |
| Multi Speedup | 8.5x | 8.0x | -6% | ⚪ Stable |

**Mode Switching Validation:**
| Test | Expected | Actual | Status |
|------|----------|--------|--------|
| 50 entities (below MIN_WORKLOAD=100) | SINGLE | SINGLE | ✓ PASS |
| 99 entities (below MIN_WORKLOAD=100) | SINGLE | SINGLE | ✓ PASS |
| 2000 entities (high count) | MULTI | MULTI | ✓ PASS |
| Bidirectional switching | Scale up→MULTI, down→SINGLE | Correct | ✓ PASS |

**Gradual Scale Down (Natural Crossover Detection):**
| Entities | Mode | Single TP | Multi TP | Ratio |
|----------|------|-----------|----------|-------|
| 1500 | MULTI | 2538 | 4541 | 1.79x |
| 500 | MULTI | 2278 | 4739 | 2.08x |
| 200 | MULTI | 2067 | 3384 | 1.64x |
| 125 | MULTI | 1883 | 2173 | 1.15x |
| 100 | SINGLE | 3591 | 1596 | 0.44x |

**Natural Crossover Point:** At MIN_WORKLOAD boundary (100 entities) - MULTI preferred above

**Status:** ⚪ **STABLE**
- Throughput learning: PASS (non-zero values after 1000 frames)
- Mode selection: PASS (correct mode based on throughput comparison)
- Batch multiplier: PASS (within [0.4, 2.0] range, stabilized)
- Bidirectional switching: PASS (SINGLE→MULTI on scale up, MULTI→SINGLE on scale down)

---

## 🚨 Critical Issues (BLOCKING)

1. **AI System FPS Below Threshold**
   - Current: 56.8 FPS (Target: 60+)
   - Regression: -8.8%
   - **Action Required:** Must fix before merge

---

## ⚠️ Warnings (Review Required)

1. **AI System CPU Usage Increase**
   - Current: 6.4% (Target: <6%)
   - Regression: +10.3%

2. **AI Update Time Increase**
   - Current: 13.9ms (Baseline: 12.4ms)
   - Regression: +12.1%

---

## 📈 Improvements

1. **Collision System Performance**
   - Query time improved 12.5%
   - Collision checks/sec improved 7.2%

2. **Particle Manager Batching**
   - Batch count reduced 8.3% (better efficiency)
   - Culling efficiency improved 2.3%

---

## 🔍 Detailed Analysis

### Performance Hotspots (if callgrind data available)

<parse callgrind reports from test_results/valgrind/callgrind/>

Top Functions by Time:
1. AIManager::updateBehaviors - 45% (up from 38% - REGRESSION)
2. CollisionManager::detectCollisions - 18% (down from 22% - IMPROVEMENT)
3. PathfinderManager::calculatePath - 12% (stable)

---

## 📋 Recommendations

### Immediate Actions (Critical)
1. Investigate AI System performance regression
2. Profile AIManager::updateBehaviors with valgrind/callgrind
3. Review commits since baseline for AI changes
4. Do not merge until FPS ≥60 restored

### Short-term Actions (Warnings)
1. Monitor Event Manager dispatch latency
2. Consider AI batch size optimization
3. Review recent AI behavior changes

### Long-term Actions (Optimization)
1. Apply collision system improvements to other managers
2. Document particle manager batching technique
3. Consider updating baseline after AI fixes validated

---

## 📁 Files

**Baseline:** `$PROJECT_ROOT/test_results/baseline/*.txt`
**Current Results:** `$PROJECT_ROOT/test_results/*/performance_metrics.txt`
**Callgrind Reports:** `$PROJECT_ROOT/test_results/valgrind/callgrind/` (if available)
**Full Report:** `$PROJECT_ROOT/test_results/regression_reports/regression_YYYY-MM-DD.md`

---

## ✅ Next Steps

- [ ] Fix AI System FPS regression (BLOCKING)
- [ ] Verify fixes with re-run: `claude run benchmark regression check`
- [ ] Update baseline after validation: `claude update performance baseline`
- [ ] Document optimization techniques from collision improvements

---

**Generated by:** hammer-benchmark-regression Skill
**Report saved to:** $PROJECT_ROOT/test_results/regression_reports/regression_YYYY-MM-DD.md

Console Summary:

=== Performance Regression Check ===

Status: 🔴 REGRESSION DETECTED (BLOCKING)

Critical Issues:
  🔴 AI System FPS: 56.8 (target: 60+) - 8.8% regression

Warnings:
  🟠 AI CPU Usage: 6.4% (target: <6%) - 10.3% increase
  🟡 Event Dispatch Latency: +8.3%

Improvements:
  🟢 Collision Query Time: -12.5%
  🟢 Particle Batching: -8.3%

Total Benchmark Time: 21m 15s

❌ DO NOT MERGE - Fix AI regression first

Full Report: $PROJECT_ROOT/test_results/regression_reports/regression_2025-01-15.md

Storage & Baseline Management

Baseline Update Command

# After validating improvements, update baseline (requires PROJECT_ROOT)
cp "$PROJECT_ROOT/test_results/"*/performance_metrics.txt "$PROJECT_ROOT/test_results/baseline/"
echo "Baseline updated: $(date)" > "$PROJECT_ROOT/test_results/baseline/baseline_date.txt"

Baseline History

Keep historical baselines for long-term tracking:

$PROJECT_ROOT/test_results/baseline_history/
├── 2025-01-01_baseline/
├── 2025-01-15_baseline/
└── 2025-02-01_baseline/

Integration with Development Workflow

Use this Skill:

  • Before merging feature branches
  • After performance optimizations (verify improvement)
  • Weekly during active development
  • Before releases (ensure no regressions)
  • When modifying AI, collision, pathfinding, or particle systems

Final Report Validation Checklist

⚠️ MANDATORY: Verify BEFORE submitting report to user

Before finalizing any regression report, confirm ALL of the following:

Benchmark Execution

  • All 10 benchmarks completed successfully (no timeouts/crashes)
  • AI Scaling: Entity scaling results present with updates/sec metrics
  • Pathfinding: Path length scaling data extracted ← CRITICAL!
  • Collision: SOA timing data extracted
  • Event Manager: Throughput data extracted
  • Particle Manager: Update timing data extracted
  • UI Stress: Processing metrics extracted
  • SIMD Performance: Platform detection and speedup data extracted
  • Integrated System: Frame statistics, scaling, coordination overhead extracted
  • Background Simulation: Scaling and adaptive tuning summary extracted
  • Adaptive Threading: Throughput learning, mode switching, gradual crossover extracted

Report Completeness

  • Pathfinding System section included in report ← DO NOT SKIP!
  • AI System: Entity scaling and threading comparison sections present
  • Collision System: Performance table present
  • Event Manager: Metrics table present
  • Particle Manager: Performance data present
  • UI System: Throughput data present
  • SIMD System: Platform and speedup table present
  • Integrated System: Frame statistics, scaling summary, coordination overhead present
  • Background Simulation: Scaling table and threading data present
  • Adaptive Threading: Throughput learning, mode switching validation, gradual crossover table present
  • Overall status determined (PASSED/WARNING/FAILED)
  • Regression/improvement analysis complete

Critical Pathfinding Verification

  • Pathfinding metrics extracted from
    test_results/pathfinder_benchmark_current.txt
  • All 5 distance ranges present (50, 400, 2000, 4000, 8000 units)
  • Success rates reported (must be 100%)
  • Performance comparison against baseline completed
  • Pathfinding section visible in final report

If ANY checklist item is unchecked, DO NOT submit the report. Extract missing data first.

Exit Codes

  • 0: All benchmarks passed, no regressions
  • 1: Critical regressions detected (BLOCKING)
  • 2: Warnings detected (review required)
  • 3: Benchmark failed to run (timeout/crash)
  • 4: Baseline creation mode (informational)

Usage Examples

When the user says:

  • "check for performance regressions"
  • "run benchmarks"
  • "test performance"
  • "verify no performance degradation"
  • "compare against baseline"

Activate this Skill automatically.

Performance Expectations

  • Full benchmark suite: ~45 minutes
    • AI Scaling: ~18 minutes
    • Collision: ~3 minutes
    • Pathfinder: ~5 minutes
    • Event Manager: ~2 minutes
    • Particle Manager: ~2 minutes
    • UI Stress: ~1 minute
    • SIMD Performance: ~1 minute
    • Integrated System: ~3 minutes
    • Background Simulation: ~2 minutes
    • Adaptive Threading: ~4 minutes
  • Report generation: 2-3 minutes
  • Total: ~47-50 minutes for complete analysis

Troubleshooting

Benchmark timeouts:

  • Possible infinite loop or catastrophic performance regression
  • Run individual benchmark with debugging:
    gdb ./bin/debug/ai_system_benchmark

Inconsistent results:

  • System load affecting benchmarks
  • Re-run benchmarks in clean environment
  • Close other applications
  • Check for thermal throttling

No baseline found:

  • Skill will create baseline from current run
  • Subsequent runs will compare against this baseline
  • Update baseline after validating improvements