Created a web mini-game simulating large model training — give it a try and share your feedback!

Experience Link:
play.mukunjin.com
Project Repo:

Game Overview

Objectives

Experience the entire AI large model development pipeline, from data collection to model training, and ultimately aim to train an AI model with the highest benchmark score.

Time System

  • 1 real second = 1 game day (1x speed)
  • Supports 1x / 2x speed, pause available (5x removed)
  • Game runs continuously, not turn-based

Initial Resources

  • Cash: $150,000,000 (150 million USD)
  • Power Capacity: 1 MW
  • Cooling Capacity: 1.5 MW
  • Data Center: 200 rack slots

Core Gameplay

Complete Training Pipeline

  1. Collect Data → 2. Purchase GPUs → 3. Research Technologies → 4. Train Model → 5. Benchmark Test → 6. Deploy Model for Revenue

1. Data Collection (New Feature)

Data is the cornerstone of large models. You must collect training data from various sources before training:

Data Source Quality Price Category Description
Web Crawler 55% $5M/10B General Large-scale internet text, uneven quality
Book Corpus 85% $15M/10B Knowledge High-quality published books, improves text understanding
Code Repository 80% $20M/10B Programming Open-source code from GitHub, improves coding ability
Academic Papers 90% $25M/10B Reasoning arXiv papers, enhances reasoning ability
Synthetic Data 75% $30M/10B General Model-generated high-quality training data
Multilingual Corpus 65% $10M/10B Multilingual Texts in Chinese, English, Japanese, Korean, etc.

Data quality directly affects the model’s final score. It’s recommended to collect 50B+ tokens and mix multiple data sources for best results.

2. Purchasing GPUs

Open the purchase panel at the bottom via “GPU Management → Purchase GPU”.

  • 1 rack = 8 GPUs
  • 9 GPU models, unlocked progressively by company valuation:
GPU Model Unlocked at Valuation Compute (TFLOPS) VRAM Power Unit Price
A100 80GB $0 312 80GB HBM2e 400W $15K
H100 $200M 990 80GB HBM3 700W $30K
MI300X $300M 1307 192GB HBM3 750W $20K
H200 $500M 2000 141GB HBM3e 700W $45K
MI325X $800M 1630 256GB HBM3e 750W $28K
B200 $1B 2250 192GB HBM3e 1000W $55K
B300 $2B 2500 288GB HBM3e 1400W $70K
GB300 NVL72 $5B 3750 288GB HBM3e 1800W $90K
Rubin $10B 6250 288GB HBM4 1800W $100K
  • Max 2000 GPUs per model
  • Minimum GPU calculation by model: Training and deployment require different GPU counts based on compute (TFLOPS) and VRAM (using H100 as baseline). Lower compute/smaller memory models require more cards. The UI shows “min N” for each model.

3. Removing GPUs

Click “Remove GPU” at the bottom, select model and quantity. Removal refunds 50% of the buy price.

  • GPUs in use for training or model inference cannot be removed—stop training/undeploy model first
  • The removal panel shows “removable quantity = total stock - used in training - used for inference” per model

4. Managing Power and Cooling

Power: GPUs require power to operate. Power usage is calculated based on actual load:

  • Training GPU: 95% of rated power

  • Inference GPU: 60% of rated power

  • Idle GPU: 15% of rated power

  • Total consumption = Actual GPU power x (1 + cooling factor 0.30)

  • Overload (actual total > capacity) causes a 3-day blackout; training pauses during blackout

  • Overload check runs when purchasing GPUs, starting training, or deploying models (all increase consumption)

  • Power expansion: $50,000,000 / MW

  • Blackout lasts 3 days, training pauses

Cooling: Cooling capacity must be >= 30% of actual GPU power usage.

  • Cooling expansion: $20,000,000 / MW
  • If cooling is insufficient (checked on training start), training efficiency drops 30%

5. Expanding the Data Center

  • Starts with 200 rack slots (10 rows x 20 columns)
  • Each expansion adds 2 rows x 4 columns
  • Cost increases exponentially: $500M x 1.8^N
  • No practical expansion limit, but cost becomes huge (5th expansion > $9B)
  • Confirmation dialog shows current/after expansion size and cost breakdown

6. Technology Research

Click “Research Technology” to select research items. Technologies are organized in a 3-tier dependency tree across the pipeline (24 items):

Tier 1 (Basic, no prerequisites):

  • Flash Attention / Mixed Precision / RoPE / Data Deduplication & Cleaning / Curriculum Learning / Sequence Packing / SwiGLU / RMSNorm

Tier 2 (Advanced):

  • GQA / ZeRO-3 / Ring Attention / Sparse Attention / LoRA / Knowledge Distillation / RLAIF / Gradient Checkpoint / KV Cache Optimization

Tier 3 (Expert):

  • MoE / MTP / 3D Parallelism / GRPO / Constitutional AI / QAT / Speculative Decoding

Research takes time and money; more researchers = faster progress. Max parallel research: (2 + researchers/3).

7. Model Training

Click “New Training” to configure training jobs:

Model Size: Free slider from 1B to 2T parameters, or choose presets

Data Quality: Derived automatically from collected sources; better sources yield better scores

Hyperparameters: Learning rate, batch size, seq length, warmup steps (all adjustable live)

GPU Assignment: Assign training GPUs by model; the minimum needed per model adjusts automatically based on TFLOPS

Tech Selection: Only already-researched/unlocked techs

Training Stages (and sub-stages):

  • Pre-training (72%): Data prep → small-scale validation → full training → convergence check
  • SFT (20%): Instruction data selection → multi-round training
  • Alignment (8%): Preference alignment → safety eval

Training Events: Loss spike, GPU outage (hardware failure), data bottleneck (IO slows), gradient vanishing

Checkpoints: Auto-saves every 10% progress; can roll back after failed runs.

8. Hiring Researchers

Researchers boost training efficiency and research speed. 30-day cooldown after each hire. Higher levels unlock at higher valuations.

Level Monthly Salary Training Bonus Research Speed Unlock Val Max
Junior $3,000,000 +2% +2% $0 5
Senior $8,000,000 +4% +4% $500M 5
Principal $15,000,000 +6% +6% $2B 5

9. Benchmark Tests

After training, 6 major benchmark tests run automatically. The scoring is challenging; high scores require extensive resources:

Category Weight Description
Reasoning 25% Math, logical reasoning
Programming 20% Code generation, debugging
Text Understanding 20% Reading comprehension, summarization
Multilingual 15% Chinese-English translation
Safety 10% Red teaming, refusal rate
Long Context 10% Needle-in-a-haystack

Score formula: Base (model size) × Quality Bonus (data+tech+alignment, up to 1.3x) × Data Category Bonus (±10%) × Tech Bonus × Random fluctuation × Training interruption penalty

  • Small models can hardly break 30 points even with everything maxed
  • Midsize models can score 40-50 with good management
  • Frontier models can reach 55-60 fully maxed out
  • Different techs boost different categories (e.g., GRPO +5% reasoning, RoPE +4% long context)
  • Data collection mix affects related category scores (up to ±10%)

10. Deploy Model (Inference)

After training, you can deploy models to provide inference services for revenue:

  • Allocate inference GPUs by model (minimum assumes H100 baseline)
  • Deployed inference GPUs are locked—not available for training/removal
  • Deployed models earn daily API revenue (affected by DAU, token volume, open/closed source, tech/revenue boosts, and sufficient deployment GPU)
  • Models can be “taken down” anytime to free GPUs
  • Overloading power after deployment causes a 3-day blackout too

11. Funding

  • Raise funds every 180 days
  • Funding = $1B × (highest model score / 100) × 8

12. Revenue Sources

  • API Revenue (daily): Closed models earn per DAU × tokens × price
  • Enterprise Licensing (monthly): Based on model score

13. Bankruptcy

If company cash drops below -$50M, bankruptcy is triggered. The game pops up a notice showing your run’s days and final value, saves are deleted, and game resets to start screen.


3D Scene Controls

  • Rotate camera: mouse drag (mobile: single finger)
  • Zoom: mouse wheel (mobile: pinch)
  • Click GPU rack: detail view
  • Click power/cooling room: see capacity and current load
  • Orange pipes: power lines
  • Green pipes: cooling lines
  • Semi-transparent building: data center hall
  • Ground area scales with expansion, fog limits distant view

Random Events

Every 30–90 days you get a random event: hardware failure, grid instability, data breach, poaching, tech breakthrough, favorable policy, chip embargo, industry summit, algorithm breakthrough, power failure.


UI Overview

The right-side panel uses tab pages:

  • Overview: Revenue/expense/profit/cash flow, infra status (shows actual/rated power)
  • Products: List of deployed models, including score, size, open/closed source, daily revenue, 6 benchmark scores, used techs, inference GPU usage (H100 equivalent), can “take down” to free GPUs
  • Training: Current training progress, phase/sub-phase, loss, GPU utilization, stability, checkpoints
  • Research: Research progress, unlocked tech list
  • Inventory: GPU inventory details
  • Logs: Event log

Top bar: Company name | Cash | Valuation | Days | Speed control

  • Pause / 1x / 2x: Game speed control
  • Auto-save: Saves every 100 real seconds (also autosaves before refresh/close)

Bottom action bar: GPU Management | Infrastructure | Team | Data Collection | New Training | Funding | Delete Save

  • GPU Management: Buy GPU / Remove GPU
  • Infrastructure: Expand Power / Cooling / Data Center
  • Team: Hire Researchers / Research Tech
  • Group buttons expand drop-down, click item to open page
  • Delete Save: Clears all progress, confirmation dialog before action

Stack

  • HTML5 + CSS3 + JavaScript (ES6+)
  • Three.js 0.148 (3D rendering)
  • Tailwind CSS 3.x (UI styling)
  • Frontend-only, no backend
  • Mobile supported: 3D touch controls (rotate/zoom), bottom bar scrolls, dropdowns center, modals adapt

File Structure

model-rush/
├── index.html              # Main page
├── README.md               # This file
├── DESIGN_PLAN.md          # Detailed design doc
├── css/
│   └── style.css           # Custom styles
└── js/
    ├── config.js           # Game config/constants
    ├── game.js             # Game state & update loop
    ├── economy.js          # Economy system
    ├── training.js         # Training system
    ├── benchmark.js        # Benchmark scoring
    ├── research.js         # Technology system
    ├── data.js             # Data pipeline
    ├── events.js           # Random events
    ├── save.js             # Save system (LocalStorage)
    ├── scene.js            # Three.js scene
    ├── datacenter.js       # 3D datacenter
    ├── ui.js               # UI updates/interactions
    └── main.js             # Entry point

It’s still in testing, so lots of issues are expected. Please try it out and suggest improvements—I’ll definitely refine things. If you’re skilled, feel free to open issues or PRs. And you’re welcome to star the repo, thanks!

8 Likes

Take a look

2 Likes

Take a look

1 Like

Looks really impressive.

1 Like

Take a look

2 Likes

Cow

1 Like

nice

1 Like

Looks pretty interesting, let me give it a try.

1 Like

This is interesting. Confirming bankruptcy.

1 Like

There’s a bankruptcy feature, haha.

1 Like

Thanks for sharing

1 Like

Dali Support

1 Like

It gets a bit boring later on.

1 Like

Yeah, that’s right, it might be a bit boring since it’s just repeating the previous process.
Let’s see how high everyone can score on the benchmark.
Later on, I’ll see if I can add some sort of leaderboard or something.

Take a look

1 Like

Very creative!

1 Like

cow

1 Like

Looks like it’s going to be fun, let’s give it a try.

2 Likes

We made it through successfully—it certainly wasn’t easy!

Can I play it on my phone?