Post-RAG - Agentic Simulation!
To "learn" RAG I (actually the IDE) under my (mostly its) instruction built a very powerful (according to the IDE) RAG system for very complex (they are, wargames rules are very complex and fought over - heaps of test cases for the eval uh, integration test suite) and technical documents.
It worked.
And got me thinking what to build next beyond the AI version of Hello World (which RAG is). Other than document or data analysis, what else is frameworkable, repeatable and should be a public repo instead of some startup idea because every org is going to have to do it and have one.
Just as the light bulb was wargames rules to RAG, the Game itself was a slap to the face. I have the Rules, I have the Game state - uh - Sim-u-lati-on (ppap reference there in case you missed it).
The Goal: To, using an underpowered laptop, no GPU, small Open Weight models, and a subscription plan to Antigravity (the self-harm is amazing), build (actually the IDE) a generic Simulation platform based on the rules in the aformentioned Rules RAG and custom game state (ie the map, units involved etc.) and have it optimise a turn, and play play adversarily against each other (against other Red Team Simulator).
It will be called Prime Radiant.
The Rules Set (Renegade Legion, which layers from Solar System Campaign to an RPG) is loaded.
And the end of it, I believe that if successful, the engine, which will also be shoved up onto github like the RAG, can be used for business simulation purposes such as the impact on sales if a product price was reduced, or what a competitors actions could be in response etc and many many other scenarios. (Its up to you, Dear Reader, to then provide your own Rules and "Game" state); and prove that OSS and LLMs can replace massively expensive proprietary systems.