@musashishao/agent-kit 1.0.0 → 1.1.0
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- package/.agent/ARCHITECTURE.md +4 -2
- package/.agent/FEATURE_ROADMAP.md +5 -5
- package/.agent/skills/context-engineering/SKILL.md +74 -0
- package/.agent/skills/context-engineering/examples/advanced_code_request.md +73 -0
- package/.agent/skills/context-engineering/scripts/repo_mapper.py +27 -0
- package/.agent/skills/context-engineering/scripts/token_counter.py +65 -0
- package/.agent/skills/context-engineering/strategies/context-caching.md +50 -0
- package/.agent/skills/context-engineering/strategies/few-shot-examples.md +56 -0
- package/.agent/skills/context-engineering/strategies/skeleton-code.md +59 -0
- package/.agent/skills/context-engineering/strategies/xml-framing.md +57 -0
- package/.agent/skills/mcp-builder/SKILL.md +583 -97
- package/.agent/skills/mcp-builder/python-template.md +522 -0
- package/.agent/skills/mcp-builder/tool-patterns.md +642 -0
- package/.agent/skills/mcp-builder/typescript-template.md +361 -0
- package/.agent/skills/problem-solving/SKILL.md +556 -0
- package/.agent/skills/problem-solving/collision-zone-thinking.md +285 -0
- package/.agent/skills/problem-solving/inversion-exercise.md +205 -0
- package/.agent/skills/problem-solving/meta-pattern-recognition.md +313 -0
- package/.agent/skills/problem-solving/scale-game.md +300 -0
- package/.agent/skills/problem-solving/simplification-cascades.md +321 -0
- package/.agent/skills/problem-solving/when-stuck.md +146 -0
- package/.agent/workflows/context.md +47 -0
- package/package.json +1 -1
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---
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name: meta-pattern-recognition
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parent: problem-solving
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description: Spot patterns appearing in 3+ domains to find universal principles worth extracting.
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---
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# Meta-Pattern Recognition
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> Universal truths hide at the intersection of unrelated domains.
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## When to Use
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- Solving a problem that exists in many fields
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- Looking for battle-tested principles
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- Want to leverage cross-domain wisdom
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- Need a higher-level perspective
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---
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## The Process
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### Step 1: Identify the Core Challenge
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Abstract your problem to its essence:
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```
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Specific: "Our codebase has too much tech debt"
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Abstract: "How do you manage accumulating problems
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that are easy to ignore?"
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Specific: "Users don't return after signup"
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Abstract: "How do you create lasting engagement
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from initial interaction?"
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Specific: "Our deploys are risky"
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Abstract: "How do you make dangerous operations
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safe and reversible?"
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```
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### Step 2: Find 3+ Domains with Similar Challenge
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```
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Challenge: "Managing accumulating problems
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that are easy to ignore"
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Similar in other domains:
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1. Physical infrastructure: Building maintenance
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2. Personal health: Ignored minor symptoms
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3. Finance: Compound debt/interest
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4. Ecology: Environmental degradation
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5. Relationships: Unresolved conflicts
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```
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### Step 3: Extract Patterns from Each Domain
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**Domain 1: Building Maintenance**
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```
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Observations:
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├── Small cracks become structural failures
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├── Prevention is 10x cheaper than repair
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├── Regular inspections catch early
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├── Deferred maintenance compounds
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└── "Emergency repairs" cost premium
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```
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**Domain 2: Personal Health**
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```
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Observations:
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├── Minor symptoms become chronic conditions
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├── Regular checkups catch early
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├── Health "debt" accumulates invisibly
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├── Crisis intervention is expensive
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└── Preventive care is undervalued
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```
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**Domain 3: Compound Finance**
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```
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Observations:
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├── Interest compounds exponentially
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├── Minimum payments don't reduce principal
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├── Snowball method: pay smallest first
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├── Visualization motivates action
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└── Avoiding new debt while paying old
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```
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**Domain 4: Ecology**
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```
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Observations:
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├── Degradation invisible until tipping point
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├── Restoration harder than prevention
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├── Systems are interconnected
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├── Small actions multiply over time
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└── Monitoring is essential
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```
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### Step 4: Find Universal Patterns
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| Pattern | Building | Health | Finance | Ecology | UNIVERSAL |
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|---------|----------|--------|---------|---------|-----------|
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| Growth | Compound | Compound | Compound | Compound | **Exponential when ignored** |
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| Cost | 10x repair | 10x crisis | High interest | Restoration | **Prevention << Cure** |
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| Visibility | Hidden | Hidden | Hidden | Hidden | **Invisible accumulation** |
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| Solution | Inspect | Checkup | Track | Monitor | **Regular inspection** |
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| System | Connected | Connected | Connected | Connected | **Interconnection cascades** |
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### Step 5: Apply Universal Patterns
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```
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Apply to tech debt:
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PATTERN: Exponential growth when ignored
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→ Track debt "age" - older = higher priority
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→ Interest rate metaphor for severity
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PATTERN: Prevention << Cure (10x+)
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→ Code review standards prevent debt creation
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→ "Boy scout rule": Leave cleaner than found
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→ Invest in prevention tooling
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PATTERN: Invisible accumulation until crisis
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→ Make debt visible: Dashboard, metrics
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→ Regular "debt review" meetings
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→ Alert when debt threshold exceeded
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PATTERN: Regular inspection is key
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→ Automated code quality scans
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→ Quarterly tech debt audits
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→ Part of sprint planning
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PATTERN: Interconnection causes cascades
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→ Map dependencies
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→ Prioritize shared code/library debt
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→ Isolate risky areas
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```
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---
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## Common Universal Patterns
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### The Compound Effect
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**Appears in:** Finance, health, habits, tech debt, relationships
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```
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Pattern: Small, consistent actions compound over time
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Neglect also compounds over time
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Apply:
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├── Small daily improvements
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├── Early detection of problems
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├── Track metrics over time
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└── Make progress visible
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```
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### The Pareto Principle (80/20)
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**Appears in:** Economics, software bugs, productivity, sales
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```
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Pattern: 80% of effects come from 20% of causes
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Apply:
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├── Identify the vital few
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├── Focus resources on highest impact
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├── Eliminate the trivial many
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└── Regularly re-assess the 20%
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```
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### The Feedback Loop
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**Appears in:** Biology, climate, markets, social media
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```
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Pattern: Outputs become inputs, amplifying or dampening
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Apply:
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├── Design positive feedback for good behaviors
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├── Break negative feedback loops
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├── Fast feedback enables correction
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└── Delayed feedback causes over/under-correction
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```
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### The Network Effect
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**Appears in:** Phones, social networks, marketplaces, languages
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```
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Pattern: Value increases exponentially with users
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Apply:
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├── Early users are most important
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├── Reduce friction for adoption
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├── Make sharing valuable
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└── Critical mass changes everything
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```
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### Antifragility
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**Appears in:** Biology, economics, systems design, careers
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```
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Pattern: Some things gain from disorder up to a point
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Apply:
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├── Build systems that improve under stress
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├── Expose to small stressors (chaos engineering)
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├── Avoid fragile optimization
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└── Maintain slack/redundancy
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```
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---
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## Pattern Recognition Template
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```
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CHALLENGE: [Abstract your problem]
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DOMAIN 1: [Domain name]
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├── Observation 1
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├── Observation 2
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└── Observation 3
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DOMAIN 2: [Domain name]
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├── Observation 1
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├── Observation 2
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└── Observation 3
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DOMAIN 3: [Domain name]
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├── Observation 1
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├── Observation 2
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└── Observation 3
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UNIVERSAL PATTERN:
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[What appears in all 3+ domains?]
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APPLY TO MY PROBLEM:
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├── Applies as: [How it translates]
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├── Action: [What to do]
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└── Measure: [How to track]
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```
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---
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## Practice Exercise
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### Your Challenge (abstracted):
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> _______________________________________________
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### Domain 1:
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> Name: _______________________________________________
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> How they solve it: _______________________________________________
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### Domain 2:
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> Name: _______________________________________________
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> How they solve it: _______________________________________________
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### Domain 3:
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> Name: _______________________________________________
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> How they solve it: _______________________________________________
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### Common Pattern Across All:
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> _______________________________________________
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### Application to Your Problem:
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> _______________________________________________
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---
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## Domain Suggestions by Problem Type
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| Your Problem About... | Look At These Domains |
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|----------------------|----------------------|
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| Growth | Biology, finance, viruses, cities |
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| Trust | Marriage, banking, diplomacy, medicine |
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| Coordination | Orchestras, military, sports, flocks |
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| Resilience | Ecosystems, immune systems, infrastructure |
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| Learning | Children, athletes, craftsmen, AI |
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| Scale | Logistics, nature, franchises, infrastructure |
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| Quality | Luxury brands, surgery, aviation, food |
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| Speed | Emergency services, racing, journalism |
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---
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## Quick Reference
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```
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PATTERN RECOGNITION IN 60 SECONDS:
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1. Abstract your problem:
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→ "I'm really solving the problem of..."
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2. Find analogs:
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→ "What other fields solve this?"
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→ Pick 3 very different domains
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3. Extract what each does:
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→ "In [domain], they handle this by..."
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4. Find the common thread:
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→ "All of them do [pattern]"
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5. Apply to your context:
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→ "In my case, that means..."
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```
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---
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## Pro Tips
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- The more distant the domain, the more surprising the insight
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- Look at both successes AND failures
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- Ancient wisdom often contains patterns
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- Nature has solved most problems already
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- If 3 domains converge, the pattern is likely true
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---
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> **Remember:** You're not looking for analogies—you're looking for universal truths. If a pattern appears in biology, economics, AND social systems, it's probably a fundamental principle worth applying.
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---
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name: scale-game
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parent: problem-solving
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description: Test at extremes (1000x bigger/smaller, instant/year-long) to expose fundamental truths hidden at normal scales.
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---
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# Scale Game
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> What breaks at 1000x? What's revealed at 0.001x?
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## When to Use
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- Need to stress-test assumptions
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- Want to find hidden constraints
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- Validating architecture decisions
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- Looking for edge cases
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- Checking if solution is robust
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---
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## The Process
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### Step 1: Identify Scalable Variables
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What can you scale up or down?
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```
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System: E-commerce checkout
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Scalable variables:
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├── Users: concurrent shoppers
|
|
32
|
+
├── Orders: transactions per day
|
|
33
|
+
├── Items: products in catalog
|
|
34
|
+
├── Cart size: items per order
|
|
35
|
+
├── Locations: geographic regions
|
|
36
|
+
├── Time: seconds to checkout
|
|
37
|
+
└── Price: value per transaction
|
|
38
|
+
```
|
|
39
|
+
|
|
40
|
+
### Step 2: Scale Up (1000x)
|
|
41
|
+
|
|
42
|
+
Take each variable to extreme scale:
|
|
43
|
+
|
|
44
|
+
```
|
|
45
|
+
Current: 100 orders/day
|
|
46
|
+
At 1000x: 100,000 orders/day
|
|
47
|
+
|
|
48
|
+
WHAT BREAKS?
|
|
49
|
+
├── Database: Single instance can't handle
|
|
50
|
+
├── Inventory: Race conditions on popular items
|
|
51
|
+
├── Payments: Gateway rate limits hit
|
|
52
|
+
├── Emails: Confirmation emails rate-limited
|
|
53
|
+
├── Support: 1000x tickets
|
|
54
|
+
|
|
55
|
+
WHAT'S REVEALED?
|
|
56
|
+
├── No caching strategy exists
|
|
57
|
+
├── Inventory system is synchronous
|
|
58
|
+
├── No queue for async operations
|
|
59
|
+
├── Single point of failure in payments
|
|
60
|
+
└── Monitoring doesn't alert until crash
|
|
61
|
+
```
|
|
62
|
+
|
|
63
|
+
### Step 3: Scale Down (0.001x)
|
|
64
|
+
|
|
65
|
+
```
|
|
66
|
+
At 0.001x: 0.1 orders/day (1 order every 10 days)
|
|
67
|
+
|
|
68
|
+
WHAT BREAKS?
|
|
69
|
+
├── Sessions: Cart expires before purchase
|
|
70
|
+
├── Data: Prices/availability become stale
|
|
71
|
+
├── Engagement: Users forget they have cart
|
|
72
|
+
├── Economics: Fixed costs don't scale down
|
|
73
|
+
|
|
74
|
+
WHAT'S REVEALED?
|
|
75
|
+
├── Need re-engagement for long cycles
|
|
76
|
+
├── "Save cart" feature becomes critical
|
|
77
|
+
├── Price guarantee for saved items
|
|
78
|
+
├── Different UX for low-frequency users
|
|
79
|
+
└── Batch processing inefficient
|
|
80
|
+
```
|
|
81
|
+
|
|
82
|
+
### Step 4: Extreme Dimensions
|
|
83
|
+
|
|
84
|
+
Explore time, speed, size extremes:
|
|
85
|
+
|
|
86
|
+
```
|
|
87
|
+
TIME EXTREMES:
|
|
88
|
+
┌─────────────────────────────────────────────────────────┐
|
|
89
|
+
│ What if checkout took 1 SECOND total? │
|
|
90
|
+
├─────────────────────────────────────────────────────────┤
|
|
91
|
+
│ → Must pre-authorize everything │
|
|
92
|
+
│ → One-click only, saved payment │
|
|
93
|
+
│ → No real-time inventory check possible │
|
|
94
|
+
│ → Trust over verification │
|
|
95
|
+
└─────────────────────────────────────────────────────────┘
|
|
96
|
+
|
|
97
|
+
┌─────────────────────────────────────────────────────────┐
|
|
98
|
+
│ What if checkout took 1 WEEK? │
|
|
99
|
+
├─────────────────────────────────────────────────────────┤
|
|
100
|
+
│ → Multi-session persistence │
|
|
101
|
+
│ → Approval workflows (enterprise) │
|
|
102
|
+
│ → Price/availability guarantees │
|
|
103
|
+
│ → Multiple stakeholder access │
|
|
104
|
+
│ → Robust save/resume │
|
|
105
|
+
└─────────────────────────────────────────────────────────┘
|
|
106
|
+
```
|
|
107
|
+
|
|
108
|
+
---
|
|
109
|
+
|
|
110
|
+
## Scale Game Template
|
|
111
|
+
|
|
112
|
+
### Variable Matrix
|
|
113
|
+
|
|
114
|
+
| Variable | Current | 1000x | 0.001x | Insight |
|
|
115
|
+
|----------|---------|-------|--------|---------|
|
|
116
|
+
| Users | 1K | 1M | 1 | |
|
|
117
|
+
| Data size | 1GB | 1TB | 1MB | |
|
|
118
|
+
| Latency | 100ms | 100s | 0.1ms | |
|
|
119
|
+
| Requests/sec | 10 | 10K | 0.01 | |
|
|
120
|
+
| Team size | 10 | 10K | 1 | |
|
|
121
|
+
| Time to deliver | 1 week | 1000 weeks | 1 hour | |
|
|
122
|
+
|
|
123
|
+
### Time Dimension
|
|
124
|
+
|
|
125
|
+
| Scenario | What Changes? |
|
|
126
|
+
|----------|---------------|
|
|
127
|
+
| 1000x faster (instant) | |
|
|
128
|
+
| 1000x slower (ages) | |
|
|
129
|
+
| Event happens once | |
|
|
130
|
+
| Event happens constantly | |
|
|
131
|
+
|
|
132
|
+
### Size Dimension
|
|
133
|
+
|
|
134
|
+
| Scenario | What Changes? |
|
|
135
|
+
|----------|---------------|
|
|
136
|
+
| 1000x larger | |
|
|
137
|
+
| 1000x smaller | |
|
|
138
|
+
| Single item | |
|
|
139
|
+
| Infinite items | |
|
|
140
|
+
|
|
141
|
+
---
|
|
142
|
+
|
|
143
|
+
## Example: API Design
|
|
144
|
+
|
|
145
|
+
### Problem
|
|
146
|
+
Design a user search API
|
|
147
|
+
|
|
148
|
+
### Scale Analysis
|
|
149
|
+
|
|
150
|
+
**SCALE UP: 1M users**
|
|
151
|
+
```
|
|
152
|
+
Current: 10K users, search by name
|
|
153
|
+
|
|
154
|
+
At 1M users:
|
|
155
|
+
├── Full-text search on database fails
|
|
156
|
+
├── Need: Elasticsearch/Algolia
|
|
157
|
+
├── Need: Result pagination (not all)
|
|
158
|
+
├── Need: Caching of popular searches
|
|
159
|
+
├── Need: Rate limiting
|
|
160
|
+
└── Need: Async indexing
|
|
161
|
+
|
|
162
|
+
INSIGHT: Design for search engine from start
|
|
163
|
+
```
|
|
164
|
+
|
|
165
|
+
**SCALE DOWN: 10 users**
|
|
166
|
+
```
|
|
167
|
+
At 10 users:
|
|
168
|
+
├── Full-text search is overkill
|
|
169
|
+
├── Simple filter works
|
|
170
|
+
├── No pagination needed
|
|
171
|
+
├── No caching needed
|
|
172
|
+
└── Direct database query fine
|
|
173
|
+
|
|
174
|
+
INSIGHT: Over-engineering is real
|
|
175
|
+
```
|
|
176
|
+
|
|
177
|
+
**SCALE TIME: Search in 1ms**
|
|
178
|
+
```
|
|
179
|
+
At 1ms response:
|
|
180
|
+
├── Must be pre-computed
|
|
181
|
+
├── Must be local (no network)
|
|
182
|
+
├── Must fit in memory
|
|
183
|
+
├── No database round-trip
|
|
184
|
+
|
|
185
|
+
INSIGHT: Need edge caching for speed
|
|
186
|
+
```
|
|
187
|
+
|
|
188
|
+
**SCALE: Infinite concurrent searches**
|
|
189
|
+
```
|
|
190
|
+
At infinite concurrent:
|
|
191
|
+
├── Stateless required
|
|
192
|
+
├── Horizontal scaling
|
|
193
|
+
├── Load balancing
|
|
194
|
+
├── No shared state
|
|
195
|
+
|
|
196
|
+
INSIGHT: Stateless from day 1
|
|
197
|
+
```
|
|
198
|
+
|
|
199
|
+
### Final Design Decisions
|
|
200
|
+
Based on scale analysis:
|
|
201
|
+
1. Use Elasticsearch (for 1M scale)
|
|
202
|
+
2. Add result caching (for speed)
|
|
203
|
+
3. Keep API stateless (for concurrency)
|
|
204
|
+
4. Add pagination from start (for large results)
|
|
205
|
+
5. Rate limit per user (for protection)
|
|
206
|
+
|
|
207
|
+
---
|
|
208
|
+
|
|
209
|
+
## Scale Thinking Shortcuts
|
|
210
|
+
|
|
211
|
+
### "What breaks at 1000x?"
|
|
212
|
+
Reveals: scalability issues, bottlenecks, single points of failure
|
|
213
|
+
|
|
214
|
+
### "What breaks at 0.001x?"
|
|
215
|
+
Reveals: overhead, minimum viable requirements, edge cases
|
|
216
|
+
|
|
217
|
+
### "What if it's instant?"
|
|
218
|
+
Reveals: async vs sync decisions, caching needs
|
|
219
|
+
|
|
220
|
+
### "What if it takes a year?"
|
|
221
|
+
Reveals: state management, persistence needs
|
|
222
|
+
|
|
223
|
+
### "What if there's only one?"
|
|
224
|
+
Reveals: over-engineering, unnecessary abstraction
|
|
225
|
+
|
|
226
|
+
### "What if there's infinite?"
|
|
227
|
+
Reveals: resource limits, throttling needs
|
|
228
|
+
|
|
229
|
+
---
|
|
230
|
+
|
|
231
|
+
## Practice Exercise
|
|
232
|
+
|
|
233
|
+
### Your System:
|
|
234
|
+
> _______________________________________________
|
|
235
|
+
|
|
236
|
+
### Variables to Scale:
|
|
237
|
+
1. _______________________________________________
|
|
238
|
+
2. _______________________________________________
|
|
239
|
+
3. _______________________________________________
|
|
240
|
+
|
|
241
|
+
### Scale Up (1000x)
|
|
242
|
+
| Variable | At 1000x | What Breaks? | What's Revealed? |
|
|
243
|
+
|----------|----------|--------------|-----------------|
|
|
244
|
+
| | | | |
|
|
245
|
+
| | | | |
|
|
246
|
+
| | | | |
|
|
247
|
+
|
|
248
|
+
### Scale Down (0.001x)
|
|
249
|
+
| Variable | At 0.001x | What Breaks? | What's Revealed? |
|
|
250
|
+
|----------|-----------|--------------|-----------------|
|
|
251
|
+
| | | | |
|
|
252
|
+
| | | | |
|
|
253
|
+
| | | | |
|
|
254
|
+
|
|
255
|
+
### Time Extremes
|
|
256
|
+
| If instant... | If takes a year... |
|
|
257
|
+
|---------------|-------------------|
|
|
258
|
+
| | |
|
|
259
|
+
|
|
260
|
+
### Key Insights:
|
|
261
|
+
1. _______________________________________________
|
|
262
|
+
2. _______________________________________________
|
|
263
|
+
3. _______________________________________________
|
|
264
|
+
|
|
265
|
+
---
|
|
266
|
+
|
|
267
|
+
## Quick Reference
|
|
268
|
+
|
|
269
|
+
```
|
|
270
|
+
SCALE GAME IN 30 SECONDS:
|
|
271
|
+
|
|
272
|
+
1. Pick a variable (users, data, speed, time)
|
|
273
|
+
|
|
274
|
+
2. Scale UP 1000x:
|
|
275
|
+
→ "At 1000x [variable], what breaks?"
|
|
276
|
+
|
|
277
|
+
3. Scale DOWN 0.001x:
|
|
278
|
+
→ "At 0.001x [variable], what breaks?"
|
|
279
|
+
|
|
280
|
+
4. Extract insight:
|
|
281
|
+
→ "This reveals that we need..."
|
|
282
|
+
|
|
283
|
+
5. Apply to current design:
|
|
284
|
+
→ "So we should change..."
|
|
285
|
+
```
|
|
286
|
+
|
|
287
|
+
---
|
|
288
|
+
|
|
289
|
+
## Warning Signs
|
|
290
|
+
|
|
291
|
+
You need Scale Game when you hear:
|
|
292
|
+
- "That'll never happen"
|
|
293
|
+
- "We'll worry about scale later"
|
|
294
|
+
- "This is just a prototype"
|
|
295
|
+
- "Our users won't do that"
|
|
296
|
+
- "We only have X users now"
|
|
297
|
+
|
|
298
|
+
---
|
|
299
|
+
|
|
300
|
+
> **Remember:** Scale Game isn't about predicting the future. It's about stress-testing your assumptions. The insights from extremes often reveal the right design for normal scales.
|