Greenfield consumer game
Tile Tactics — a Rummikub clone, built end-to-end
A multiplayer tile-rummy game dispatched from a one-line product brief. Per-host rooms with shareable invite links, server-authoritative state, and three AI seats that propose moves under a strict action grammar. The server validates every move against game rules and rolls back anything that would corrupt the board, so the AI is free to be creative without ever cheating.
Click Create new room, then deal yourself in. Empty seats fill with AI when you hit Start.
Or open in its own tab: dev.tile.vforce360.ai
Server-authoritative state
The room is the source of truth. Each browser polls /stateevery 1.5 s and renders a redacted view — your rack visible, opponents hidden. Refreshing or losing your tab doesn't restart the game; rejoin the URL and the server hands you back your seat.
AI-driven seats
Empty seats are filled by an AI driver that runs server-side. On its turn each AI proposes a move under a strict action grammar — play / extend / split / swap_joker / compound — and the server applies it. A deterministic local solver covers cases where the AI's output is unparseable or illegal.
Simulate-then-rollback
Every AI move is applied to a snapshot of room state, then checked: every meld must be a valid run or group, no borrowed tiles can stay in the rack, no tile can appear twice. If any invariant fails the move is rolled back atomically. The AI proposes — the server enforces.
How it shipped
Dispatched as a greenfield project through VForce360. The autonomous workforce produced the WBS, scaffolded the server + UI, and wired up the deployment pipeline (build via buildah inside the worker pod, push to the in-cluster microk8s registry, helm-rotate the dev pod). The game logic and AI strategy were iterated on top of that base using the same conversation loop you'd use to ship anything else.