~/talk

F# in Social Gaming

Talkat Code Mesh 2013 · 2013-12-03..12-05· [career-development]
slides:none on file

Backend for social slots and mobile games runs on F# and an actor-based agent/mailbox processor model supporting ~1,000,000 DAU; the slots engine and bonus-game logic are expressed as discriminated unions and units of measure to eliminate class-of-bugs, a custom DynamoDB SQL-like DSL is built, and a state-for-server actor design yields ~5x efficiency and ~60% average latency reduction while removing a Couch cluster.

AI-written summary · about

  1. 0:00Social gaming at GAM
  2. 1:33What is F#
  3. 2:58F# in slot engine
  4. 5:23Game rules with unions
  5. 7:10Game state with records
  6. 8:15Bonus mechanics in F#
  7. 14:28Hippie Monsters overview
  8. 18:15State challenges in Hippie Monsters
  9. 19:20Actor model for servers
  10. 21:04Actor model in F#
  11. 22:27Worker and gatekeeper actor types
  12. 24:12Actors with mailbox processors
  13. 26:03Async workflows for I/O
  14. 28:56Actor concurrency benefits
  15. 30:20Quest and achievement design
  16. 33:32Fact processors for data
  17. 36:01Complex systems with unions
  18. 36:43DSL for DynamoDB
  19. 39:12Q&A on F#
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