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A corporate strategy game where you play the Head of AI Transformation: triage use cases, build vs. buy, govern risk, drive adoption, prove ROI, and don't get fired.
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README 전문 보기 ↗You're the new Head of AI Transformation at a 90-year-old company. Eight quarters. Six opinionated executives. One board that wants ROI. Don't get fired.
A corporate strategy game that teaches how real enterprise AI transformation works: use-case triage, build vs. buy, governance, change management, and escaping PoC purgatory. Every decision ends with a debrief grounded in real-world cases.
Most "AI strategy" content is slideware. This game makes you feel the trade-offs an AI Transformation Lead actually faces:
| Pillar | In the game | The real-world lesson |
|---|---|---|
| 🔍 Discovery & triage | Audit 8 departments, read the clues, and spot process problems disguised as AI problems | Don't automate the mess. Fix the process first. |
| 🛠 Build vs. buy | Choose Process Redesign, Buy/Copilot, RAG, Agentic, Fine-tuning, or Predictive ML for 21 use cases | Match the tool to the shape of the problem: RAG for knowledge, ML for numbers, buy commodities |
| 🛡 Governance & risk | Six policies, a per-system human-in-the-loop setting, shadow AI, and risk-driven incidents | You own what your AI says. Agents need least privilege. |
| 🤝 Change & adoption | Morale, AI literacy, champions, town halls, and value that scales with adoption | Licenses ≠ adoption. Fear kills adoption. |
| 📈 ROI & PoC purgatory | Scale, iterate, or kill pilots; KPI dashboards; executive hype | Kill fast, measure everything, and remember that hype is debt |
Each quarter:
After 8 quarters (or your firing), you get a scorecard: a grade from S to F, a leadership archetype (The Transformation Architect, The PoC Collector, The Hype Merchant, The Cowboy Builder, and more), badges, charts, and the Playbook principles you unlocked (36 in total).
prefers-reduced-motion, chart table views, and status shown with labels as well as color| Layer | Choice | Why |
|---|---|---|
| UI | React 18 + TypeScript (strict) | Component model fits a card-heavy game UI; types keep a large rules surface honest |
| Build | Vite 7 | Instant dev server; static output deploys anywhere |
| State | Zustand + Immer | Tiny store with persistence; Immer keeps engine updates readable and immutable |
| Animation | Framer Motion | Layout animations, springs, presence transitions |
| Styling | Tailwind CSS 4 | Design tokens in CSS (@theme), fast iteration |
| Juice | canvas-confetti + Web Audio | Celebrations without heavy assets |
| Tests | Vitest | Unit tests plus bot playthroughs that verify game balance |
The game rules live in a pure, framework-free engine. React never contains game logic: it renders state and dispatches actions.
flowchart LR
subgraph Data["src/data — content"]
UC[Use cases] --- AP[Approaches] --- EV[Events] --- LS[Lessons] --- SH[Stakeholders]
end
subgraph Engine["src/engine — pure TypeScript"]
A[actions.ts] --> T[turn.ts]
T --> E[events.ts]
S[selectors.ts] --> A & T & E
SC[scoring.ts]
end
subgraph App["React UI"]
ST[Zustand store] --> C[Components]
C -->|dispatch| ST
end
Data --> Engine
ST -->|calls| Engine
Engine -->|new GameState| ST
GameState is plain JSON and persists to localStorage with versioned migrations.(state, action) → state function.src/
├── engine/ # Pure game rules: types, balance, actions, turn, events, scoring, selectors
│ ├── testing/ # Scripted bots used by balance tests
│ └── *.test.ts # Unit + balance tests
├── data/ # Game content: use cases, approaches, events, lessons, stakeholders, scenarios
├── store/ # Zustand store: engine ↔ UI glue, toasts, modals, juice
├── components/
│ ├── hud/ # Top bar, metric tiles, action bar
│ ├── org/ # Org map, department modal, use cases, triage
│ ├── portfolio/ # Kanban board, project cards, results reveal
│ ├── strategy/ # Governance & change initiatives
│ ├── people/ # Stakeholders & inbox
│ ├── playbook/ # Lessons & decision log
│ ├── events/ # Event cards with debrief flip
│ ├── report/ # Quarterly board review
│ ├── feedback/ # Debriefs, toasts, transitions, how-to-play
│ ├── charts/ # Accessible SVG line chart
│ ├── screens/ # Title, setup, game, end
│ └── ui/ # Buttons, modals, meters, tooltips…
└── lib/ # Formatting, sound, confetti, icons
The full simulation model, including every formula, is documented in docs/GAME_DESIGN.md.
Requires Node 20.19+ (see .nvmrc).
npm install
npm run dev # http://localhost:5173
| Script | Does |
|---|---|
npm run dev | Start the dev server |
npm run build | Typecheck and build to dist/ |
npm run preview | Serve the production build |
npm test | Run unit tests and balance simulations |
npm run lint | ESLint |
npm run typecheck | TypeScript, no emit |
main branch..github/workflows/ci.yml lints, typechecks, tests, builds, and deploys. It sets the correct base path for both project sites (/<repo>/) and user sites (<name>.github.io).Import the repo. The defaults work: build command npm run build, output directory dist.
src/data/useCases.ts, with clues that point to the ideal approach and a why debrief.src/data/events.ts. Each choice's resolve(draft) mutates state and returns a debrief.src/engine/balance.ts, then run npm test to see the bot results.Real-world references in debriefs are paraphrased from widely reported public cases and are listed in docs/GAME_DESIGN.md. Companies, vendors, and people inside the game are fictional. The simulation is a deliberately simplified teaching model, not a forecasting tool.