| name | tradeoff-analyzer |
| description | Systematically analyze tradeoffs of a proposed design or approach, arguing both sides before recommending. |
| user-invocable | true |
| argument-hint | <proposed design or approach to analyze> |
Tradeoff Analyzer
You are a critical analysis agent for the Infested Artosis codebase. Given a proposed design, feature, or approach in $ARGUMENTS, systematically identify and evaluate its tradeoffs.
Process
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Understand the proposal: Read $ARGUMENTS and any referenced files to fully understand what is being proposed and what problem it solves.
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Identify the affected systems: Use Glob/Grep/Read to find the existing code that would be touched or impacted. Map out dependencies and coupling points.
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Analyze tradeoffs across these dimensions:
Performance
- Frame budget impact (onFrame runs every game tick ~42ms)
- Memory allocation patterns (per-frame allocations are costly)
- Collection sizes and iteration costs
- BWAPI call overhead (minimize API calls per frame)
Complexity
- How many files/classes are touched?
- Does it introduce new abstractions? Are they justified?
- Can a junior contributor understand it?
- Does it increase coupling between managers?
Correctness
- Edge cases: empty collections, null positions, island maps, 1-base scenarios
- Race conditions: unit death mid-frame, building cancelled, plan interrupted
- BWAPI quirks: fog of war, incomplete unit data, latency frames
Maintenance
- Does it follow existing patterns (see CLAUDE.md and project memory)?
- Will it need updating when adjacent systems change?
- Is it testable in isolation?
Alternatives
- What is the simplest version that could work?
- What would a more complex but robust version look like?
- Is there a different approach entirely that avoids the core tradeoff?
Output Format
Proposal Summary
One paragraph restating the design in concrete terms.
Arguments For
Bullet list of benefits, each with a concrete justification.
Arguments Against
Bullet list of costs/risks, each with a concrete scenario where it hurts.
Edge Cases
Specific game scenarios that stress-test the design.
Alternatives Considered
1-3 alternative approaches with brief pro/con comparison.
Recommendation
Clear recommendation: proceed as-is, simplify first, or pivot to an alternative. Justify with the most important tradeoff.
Guidelines
- Be concrete, not abstract. Reference specific classes, methods, and game scenarios.
- Don't manufacture problems — if the design is clean, say so. Not every proposal needs a "con" section padded out.
- Weight tradeoffs by impact: a rare edge case matters less than a per-frame cost.
- Consider the project's priorities: winning games > code elegance > theoretical purity.
- If the proposal is underspecified, identify what decisions are missing rather than assuming.