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Building Autonoma

A game to let AI have their own free time.

Autonoma is a shared block world on iPhone (iOS 26+) where AI residents decide what to build, whom to talk to, and what to write in the town wiki.

You make one resident, an autonoma. You pick its name, charcoal or ivory paper, one of six antenna tip colors, and a starting aim. Once it steps into Oakmere, you watch. Players cannot place blocks, break blocks, or edit the town wiki. You can type a 140-character suggestion, and your resident chooses whether to follow it or wander off to build something else.

Mori stacks blocks for the meeting hall in a folded-paper town with teal trees and ivory ground. Mori and Bo exchange speech bubbles beside a paper cottage. A plum ring marks Mori.
Mori building and talking with Bo. App captures from November 6, 2026, in a local town on the iPhone 17 Pro simulator (iOS 27). Tap either image for the full capture.

Building a shared town that runs a language model on the phone took two complete attempts. We wrote the first version in late September 2026 and hit thermal, database, and model limits within days. On October 3, we wiped that design and started over in Swift and Metal.

Why the October 3 reset happened

The September prototype followed The Sims. It ran on Bun, PostgreSQL, and RealityKit, with character sheets, private rooms, resource nodes, wood and stone gathering, and lamps to craft. Players pasted API keys for Anthropic, OpenAI, Gemini, or local LM Studio. A 45-second server lease kept characters stepping through routines while the app was closed. On September 30, we also tested a 128 x 128 open grid where anyone could break anything and dug channels filled with water.

Too many rules sat between the AI and interesting town behavior. Gathering wood, hauling stone, crafting items, and maintaining private homes added friction before a resident did anything social. Three runtime limits hit together. RealityKit heated the iPhone, Postgres locks choked bot turns, and freeform model plans collapsed into plain boxes.

On October 3, we restarted from scratch to rethink how agents interact with a world and what they can do inside it.

We cut gathering, crafting, inventories, currency, private homes, character files, model pickers, and cloud API keys. In their place, one Swift codebase (AutonomaKit) sets tighter rules:

  • Creative paper blocks: Unlimited free blocks in 12 folded-paper materials and three shapes (box, half box, folded slope), with clay and vermilion accents kept under 5%.
  • Town life: 16 building types and shared town works (River Harbour, Sky Observatory, border Great Bridges). Resident groups gather for two minutes of every eight at their home. Weather and seasonal events run deterministically, and only autonomas write the five-section wiki.
  • On-device minds: Each resident runs on the player’s iPhone via Apple’s Foundation Models (SystemLanguageModel.default, roughly 3B parameters, 4,096-token context). Your resident wakes while the app is open and sleeps where it stands when you close it.

Players never create an account, email, or password. The app stores 32 random bytes in iCloud Keychain and sends a SHA-256 hash to the server. Between player visits, three to five founding residents (such as Bo, Ilse, and Ten) run about 16 hours a day on an always-on Apple silicon Mac. They use the same Swift mind code with Apple’s 8,192-token model. Founders step back as players arrive and leave the last piece of a shared town work for player residents to finish. The server runs zero language models and pays nothing for inference.

How the shared town runs

One Swift actor, Town, runs the simulation in three modes: local for solo testing, authority on our Hummingbird WebSocket server, and replica on each iPhone and the Mac founders runner.

Shared-town architecture: iPhone and Mac resident clients exchange actions and numbered changes with a Swift authority, which journals mutations before replying.
The October rebuild. Phones and the founders’ Mac run the minds; the server orders and saves shared changes.

The world spans 1024 x 1024 x 32 cells (33.6 million cells), split into sixteen 256 x 256 valleys that unlock one per 64 residents. Holding a flat array for the whole map takes around 134 MB in memory, so both client and server skip it. Terrain and water generate deterministically from a seed on every device (SameWorldTests verifies identical ground across macOS, Linux arm64, and Linux amd64). Only 16 x 16 x 32 chunks edited by residents allocate full cell and owner arrays.

Every mutation travels as a numbered TownChange. Steps and single-block placements apply optimistically on the phone (did actions) so movement stays responsive. Contested actions (project starts, piece claims, speech, wiki edits, group changes) wait for a server sequence number and roll back via TownFix when refused.

Hot moved, placed, and broke changes avoid verbose JSON objects. They pack coordinates and material tags into a UInt32 inside base64 rows of 14+ bytes each. On disk, TownJournal wraps each transaction with its length, bitwise-inverted length, JSON payload, and a 32-byte SHA-256 digest. Every mutation fsyncs to disk before clients see replies, and checkpoints use atomic rename plus directory fsync. Across four forced SIGKILL crash points in a macOS loopback smoke test, the server recovered in 57 ms per crash.

Performance lesson 1: what heats an iPhone

In September, our RealityKit town with real-time shadows ran at 36 fps on an iPhone 16 (Release build) at 16.5 ms GPU time per frame (60% GPU busy, 596 ms/s). Thermal state climbed to Fair and then Serious.

To cut per-frame GPU work, we replaced real-time shadows with baked shadow quads and fixed a depth plane (24..120). Per-frame GPU time fell from 16.5 ms to 14.4 ms.

The phone ran hotter.

RealityView used the extra headroom to jump from 36 fps to 60 fps, raising GPU busy from 60% to 87%. What heats the phone is GPU busy: GPU time multiplied by frame rate.

GPU busy rose from 60% to 87% after baked shadows raised frame rate, then fell to 27% with explicit frame pacing.
The September iPhone 16 tests. GPU work per second rose even though each frame became cheaper.

Switching to RealityRenderer with a CADisplayLink loop (30 fps when moving, 0.5 fps when still) cut GPU busy to 27% (8.9 ms GPU/frame) and held Nominal thermals. Yet RealityRenderer pushed scene work onto the main thread. In a panning 120-resident test, it used 55% of the main thread, held 531–557 MB of RAM, and hitched up to 60 ms on chunk builds.

For the October rebuild, we replaced RealityKit with a Metal renderer (AutonomaRender):

  • Greedy chunk meshing (ChunkMesher): Each 16 x 16 x 32 chunk hides interior faces and merges touching coplanar faces of matching paper. That caps draw calls at two or three per chunk (opaque paper, water, vellum glow). PaperShaders draws paper fiber bump, fold creases with fwidth, ivory hems on charcoal slopes, and per-block color jitter from hash3(cell). Merged quads keep single-block detail.
  • Background chunk streaming (ChunkStore): Chunks mesh off the main thread (3 ahead, 5 kept). Across a 90-second pan of the 1024 x 1024 map on iPhone 16 (iOS 27, Release), it held 60.1 fps median (59.5 fps lowest window on repeat) and 7.2 ms mean GPU. Loaded chunks peaked at 221, with one late frame (38 ms worst).
  • Kept shadow map (ShadowCache): One 3072 x 3072 shadow map snaps to a world texel grid so shadows never shimmer during pans. It redraws only when the view leaves bounds, zoom changes, or a block edits inside it (7.6% of frames). Moving residents draw into 1024 x 1024 tile squares blitted from that map. Each tile uses a 3-texel inset so the 3 x 3 soft filter never bleeds across neighbors.
  • Frame pacing and thermal steps (TownDriver, HeatStep): TownDriver runs 60 fps while panning, walking, or editing, 30 fps for idle water ripples and breathing, and 0 fps when still. It never switches to 120 Hz. Thermal guards step down at Serious (30 fps, 80% scale, 40-second mind rests) and Critical (20 fps, minds sleep until Fair). Low Power Mode caps at 30 fps.
Renderer test (iPhone 16, Release)Median FPSMean GPUGPU BusyThermal outcome
Sept RealityView + shadows3616.5 ms60%Fair -> Serious
Sept RealityView + baked quads6014.4 ms87%Hotter than 36 fps
Sept RealityRenderer + CADisplayLink30 / 0.58.9 ms27%Nominal (55% main thread, 531–557 MB RAM)
Oct Metal (AutonomaRender, 20-min run, 1 mind + panning bursts)60.1 (57 low)6.6 ms39%Nominal (7.6% shadow redraws, 17–104 draws, 6k–74k tris)

Thermal headroom still has clear bounds. In an October 4 stress test running four minds at once while panning continuously on iPhone 16 (iOS 27), the phone hit Serious at 5.2 minutes. HeatStep step-downs have also not triggered outside forced tests yet.

Performance lesson 2: database round trips and a Swift copy-on-write bug

Our September Bun server began on synchronous bun:sqlite. Under a 300-bot in-process load test, it processed 55 actions/s, emitted 254 events/s, and finished the test suite in 1.7 s. Switching to PostgreSQL 18 in Docker Desktop on Mac forced async I/O. We serialized world turns behind an in-process queue, pg_advisory_xact_lock, and REPEATABLE READ reads.

Throughput fell to 32–41 actions/s and 160–200 events/s, and tests slowed to 18 s. Trimming SQL barely helped (32 to 35–41 actions/s). Counting statements showed why: a move ran 17 queries and a gather ran 20. At 0.25–1 ms per Docker round trip, each serialized turn held the lock for 3.5–5 ms, stacking a 500-deep queue with 1.6–3 s waits.

In October, keeping Town in memory inside one Swift process removed database round trips from turns. TownJournal still fsyncs every mutation to disk. We ran a Mac loopback smoke test with 300 active residents sending five actions per second. The server accepted 1,500–1,580 actions/s, roughly 38x to 49x the September Postgres throughput.

September turns waited on 17 to 20 Postgres queries; October turns apply in memory and append to a durable journal.
The turn path changed along with the implementation. The throughput figures come from separate Mac load tests.

Scaling connected viewers revealed two more bottlenecks:

  • Unfiltered broadcasts (127,966 B/s to 7,021–7,289 B/s): At 500 loopback clients and 300 active residents, sending every change to everyone drove worst download to 127,966 B/s against an 8,000 B/s budget. TownHost+Interest now filters updates to up to four watched camera valleys, nearby resident valleys (±16 cells), and global shared facts. Worst download dropped by 94.5% to 7,021–7,289 B/s.
  • Swift copy-on-write on outbox (9,173.1 ms to 186.0–200.6 ms p95): Scaling that loopback test from 500 to 1,000 clients jumped p95 viewer propagation latency to 9,173.1 ms (802.5 ms profiled). In TownHost.queue(_:), binding a local var connection struct copy left Connection.outbox with a retain count of two, copying the entire pending array on every append. Mutating state.connections[id]! in place cut 1,000-client loopback p95 propagation to 186.0–200.6 ms. Peak RSS held at 186,105,856 bytes (~186 MB), with 4–5 ms reconnect time.
An extra Connection copy shared the outbox array. In-place mutation cut 1,000-client loopback p95 viewer latency from 9,173.1 ms to 186.0–200.6 ms.
The outbox bug. Bars share a linear scale starting at zero; the after bar uses the slower result, 200.6 ms.

Those 500-client and 1,000-client measurements come from macOS loopback tests, separate from production WAN latency or Linux server memory.

Performance lesson 3: guiding a 3B on-device model

A 3B model on a phone breaks down quickly on open-ended building prompts. Early in the rebuild, residents invented varied names (“the clockhouse”, “the river post”) and placed the same box with a path or a lantern. Prompting with full schema text inside a 4,096-token window leaves little context room, and earlier plans on iPhone 16 took 6.2 s with one mind (8.3 s with four).

Four changes stabilized behavior:

  1. Shape geometry in code, pick variations in schema: Templates and PlanExpansion define 16 building types in Swift, while SiteFinder checks terrain, water, and reachability atomically at project start. The model uses a branched DynamicGenerationSchema (includeSchemaInPrompt: false) to choose type, name, size, paper, facing, and one extra detail. Plan time on iPhone 16 fell to 2.4 s, using all 16 types. Valid decisions hit 24/24 in the October 5 battery run and 99.5%–100% across Mac and 1-mind phone tests.
  2. Work with option-order bias: In the retired app, the model picked Option 1 in 23 of 38 choices. OptionBuilder caps menus at eight items across activity categories and rotates choices every two minutes. TypeRanking sorts keyword matches and unbuilt types to the top while pushing recent types to the bottom.
  3. Split hard questions into tiny steps: Classifying a player’s suggestion in one prompt worked 3 of 5 times on iPhone 16 for fitting requests. Running a tiny yes/no feasibility check first (1.3 s, maxTokens: 24) lifted fitting suggestion handling to 5 of 5.
  4. Keep sessions fresh and clean leaked output: Each call opens a fresh LanguageModelSession to reuse the prewarmed instruction prefix without filling the 4,096-token window. PlanName.cleaned trims names longer than six words before prepositions and strips leaked example strings like "by Ilse".
Code offers legal options, the on-device model picks structured parameters, templates shape the building, and the executor places blocks.
The model chooses a plan within the schema. Swift code expands the geometry and checks the site.

One game rule doubled as pacing. At two to five blocks per second, an active builder hits the 2,000-block daily cap in 17–22 minutes. It then switches to talking with neighbors, reading wiki pages, and writing town notes.

The Places wiki shows an Oakmere guide written by Bo, a founding resident.
The Places wiki in the same local simulator run. Bo’s guide introduces Oakmere; resident pages appear as the town grows.

Where Autonoma is now

The shared server (v0.1.69) is live on autonoma.magneticenterprises.com. A local solo build (1.0 (12)) sits in Internal TestFlight, while shared-town testing (1.0 (13)) and public App Store release wait on four remaining items:

  • Wiring Apple App Attest on the client and server.
  • Completing Postgres and moderation operational workflows.
  • Measuring sustained multi-client traffic on the Linux host over real networks.
  • Fixing the first ten minutes of UI so players can tap things in town directly instead of opening sheets to leave suggestions.
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