merge lane PL: /Sim/players decomposed - 53 of 54 leaves are unmodelled not mismodelled; PvSav, BnkEl column recovery
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docs/PL-players-residual.md
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# PL — decomposing the `/Sim/players` residual
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Every lane so far attacked a named subsystem and reported which leaves fell out. This one runs
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the other way: start from the residual the metric reports, group it by **mechanism**, and say
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what the remaining leaves actually are. Closing leaves is secondary to the decomposition.
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Binary re-measured, not inherited. `sots_turn` built from `main` (`aabd8a3`) in this worktree,
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`tools/standalone_report.py --binary …`:
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| run | pair 1 residual | pair 2 residual | `/Sim/players` share |
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|---|---:|---:|---:|
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| `main` (`aabd8a3`), no options | **128** | **69** | **54 / 24** |
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| `main`, `--commit-blocked=T31 --ai-player 1` | 126 | 67 | 52 / 22 |
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| **this lane**, no options | **126** | **65** | **52 / 20** |
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| this lane, `--data ROOT --commit-blocked=P11 --ai-player 1 --ai-player 2 --ai-player 3` | **122** | **62** | **48 / 17** |
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`closed` / `regressed` on the reference pairs, never netted: this lane closes **2 on pair 1 and
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4 on pair 2 with no options at all, and regresses 0**; with a data root, **87 / 0** and **46 /
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0** against the 209 and 108 baselines.
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Two corrections to the record before anything else:
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* The stale `status.json` breakdown said `/Sim/players` 55. It is **54** on pair 1 and **24**
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on pair 2.
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* **The published 128 / 69 overstates what is unmodelled.** Seven of those leaves belong to a
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phase that is already written and only wants the game's data directory — see §3. The metric
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harness invokes `sots_turn` with no `--data`, so it measures the engine *plus* that missing
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argument. Handing it a root is a one-line harness change worth 4 + 3 leaves today, and more
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once the tuning table is wired (§6, PL-3).
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---
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## 1. The decomposition
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The first fact, and the one that reframes the rest: **53 of the 54 leaves on pair 1 and 23 of
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the 24 on pair 2 are values our turn writes back unchanged from the input save.** Only one leaf
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in the whole block — player 32's `Sav` — is a number we computed and got wrong. The residual is
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almost entirely *unmodelled*, not *mismodelled*.
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| # | mechanism | pair 1 | pair 2 | rung | blocked on |
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|---|---|---:|---:|---|---|
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| M1 | **AI research orders** — `ResRate`, `ResTNm`, `ResErrRoll`, and the tech-tree state they move (`St[n]`, `TResDone[n]`, `Tbd[n]`) | 12 | 2 | **B** | `game/ai`: the AI picks a target *during* the turn |
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| M2 | **AI ship construction** — `ShipRecs/*`, `Maint`, `FNG/FNGNum`, `NumDes` + the new `Des[…]` frame, `lboid`, and player 32's `Sav`/`PvSav` | 15 | 9 | **B** | lane B6: no build order exists at load |
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| M3 | **Observation records refreshed by the AI's own new design** — `odes`, `owep`, `otch/*/otnL` (phase T34 `RecordObservedDesigns`, stub) | 9 | 1 | **B** | downstream of M2 — the observed design *is* the design the AI just made |
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| M4 | **Events** — `Events/EvNxID` + the bucket frames | 8 | 6 | A (4/3) + B (4/3) | half is the human's `EVENT_NO_RESEARCH`, implemented in P11 and gated only on a **game-data root**; half is the AI's `EVENT_SHIPS_BUILT`/`EVENT_RESEARCH_OVERBUDGET` (M2/M1) |
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| M5 | **Bankruptcy limits** — `BnkEl`, `BnkPr` | 4 | 4 | **A** | `BnkEl`: **closed here** (PL-2, 2 per pair). `BnkPr`: needs one tuning constant from the data files, and the loader that would fill it is not wired |
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| M6 | **`Status`** — 0 → 4 on four of eight players | 4 | 0 | A? | the **predicate** is not identifiable from this corpus (§4) |
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| M7 | **`PvSav`** — the S00 snapshot, for players M2 does not touch | 0 | 2 | **A** | nothing — **closed here** (PL-1) |
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| M8 | **A monster faction's one-off design** — player 528 `NumDes` 18→19 + `Des[1712 "Refugee Trade Ship"]` | 2 | 0 | B? | unexplained; a non-empire faction creates a design on turn 1→2 and never again |
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| | **total** | **54** | **24** | | |
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Per-mechanism evidence is in §2–§4; what this lane closed is §5, the ranked remainder §8.
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### Rung split of the block
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| | pair 1 | pair 2 |
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|---|---:|---:|
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| Rung B (needs the AI's own orders): M1, M2, M3, half of M4, M8 | 44 | 15 |
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| Rung A, implemented, gated on a **game-data root** (`--data`): half of M4 | 4 | 3 |
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| Rung A, closed by this lane: `BnkEl` ×2, `PvSav` | 2 | 4 |
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| Rung A, blocked on a named unread/unwired thing: `BnkPr` | 2 | 2 |
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| not identifiable from the corpus: `Status` | 2 | 0 |
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(`Status` is 4 leaves in the block, but two of them — players 496 and 512 — are on shadow
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empires that also have M1 leaves; the row above counts each leaf once, under the *first*
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mechanism that has to land. `Status` for the human and for the AI empire is the irreducible
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pair.)
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**Four fifths of the `/Sim/players` residual is Rung B**, and it all hangs off two decisions by
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one AI player: pick a research target, and queue one destroyer. The Rung-A part is small, and
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most of what is left of it is *already written* — it needs the harness handed the game's data
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directory, not more reverse engineering.
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---
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## 2. M1 / M2 / M3 — the three faces of one AI turn (Rung B)
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Player 32 "Fane Lao" is the only AI empire that owns colonies, and it does two things in the
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turn that our engine cannot: it assigns research, and it builds a ship. Everything in M1, M2
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and M3 is a consequence.
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Measured, from the state-checksum tree over the three saves:
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* `ResTNm` `''` → `IND_Waldo` and `ResRate` `0.25` → `0.800000011920929` — the AI's own order.
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The two "Singularity" shadow empires do the same (`DRV_PlsFiss`, `BIO_GnMod`), and their
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`ResErrRoll` flips `False` → `True`. `St[106]` 2 → 3 and `TResDone[106]` 0 → 2879 → 5768 then
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follow from the allocation.
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* `PvSav` 50,000 → 38,100 and again 92,651 → 80,751: **11,900 leaves the treasury before the
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first spine phase on both turns.** That is lane B6's queue-time deduction of a build order the
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input file does not contain, and it is why player 32's `PvSav` does not close in §5.
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* The new design is `Des[18 "Honor Lance"]`, and the observation records name it exactly:
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`odes/.[1]` holds `odid=18, opid=32` — **the AI observes its own new design**. `owep/.[1]` is
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`bal_gauss`, that design's weapon, and the three `otch` entries whose `otnL` moves from 1 to 2
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are `DRV_Fissn`, `WEP_GsDrvr`, `DRV_Hyper` — that design's technologies. So T34
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`RecordObservedDesigns` is not an intel pass over enemy fleets at all on this workload; it is
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a self-registration triggered by design creation.
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* On pair 2 the same design is built again (`srb[0]` 1→2, another `EVENT_SHIPS_BUILT`), and this
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time `odes/.[1]/otnL` moves 2→3 while the `otch` entries stay at 2. **`odes` is re-stamped on
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build; `otch` is re-stamped on design creation.** One workload, two different refresh rules —
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worth recording before anyone models T34 from the pair-1 numbers alone.
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None of this is closable without `game/ai`. It is listed here so the next lane does not
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re-derive it: **36 of the 54 leaves on pair 1 are one AI player's research pick and one
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destroyer**, and four more are the events those two decisions post.
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## 3. M4 — events
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The corpus posts exactly two events on pair 1 and three on pair 2, and the split is clean:
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| player | event | rung |
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|---|---|---|
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| 0 (human) | `EVENT_NO_RESEARCH`, every turn | **A** — P11 implements it; blocked on the string table |
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| 1 (AI) | `EVENT_SHIPS_BUILT` (both turns), `EVENT_RESEARCH_OVERBUDGET` (turn 3) | B — M2 and M1 |
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P11's own note is precise about it: *"4 event(s) NOT posted: no string table."* Lane EV measured
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`--commit-blocked=P11 --data ROOT --ai-player 1 --ai-player 2 --ai-player 3` at **4 closed on
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pair 1, 3 on pair 2, 0 regressed**. Those leaves are in today's residual only because
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`tools/standalone_report.py` invokes the binary with no `--data` root.
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## 4. M6 — `Status`, and why it is not identifiable here
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`Status` goes 0 → 4 on turn 1→2 for players 16, 32, 496 and 512, and stays 0 for 528, 544, 560
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and 576. It then stays 4 on turn 2→3, which is why the leaf does not appear in pair 2's residual
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at all.
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The trouble is that the two sets are **perfectly correlated with species**: the four that take
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the 4 are species 0 and 2, the four that do not are all species 4. Sweeping every scalar field
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of the player record on `turn1-state`, this many of them split the roster exactly the same
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way — `ReqCL`, `AMine`, `CnTrd`, `CnVItl`, `cdp`, `hadvs`, `harcc`, `hgs`, `PvMA`, `CstE`,
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`CstR`, `CstT`, `MinRate`, `MaxOH`, `NPTrk`, `PrGtTrf`, `TerraMod`, `pddm` — eighteen of them.
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Any one of them "fits". Only two corpus saves carry a non-zero `Status` at all, so there is one observation of one
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transition on one roster: **any predicate chosen here is a one-bit fit on eight correlated
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players, which is exactly the shape rule 23 was written for.**
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`ReqCL` is the most plausible on name and on meaning — `Status = 4` is written by
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`MarkPlayerTurnEnded` from the End-Turn submission paths (W2), and `ReqCL` reads as "a client
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must submit for this player" — but it is a hypothesis with a workload attached, not a finding.
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**The probe that settles it** (rule 18, rule 20): an entry probe on the writer W2 located at
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`OnMessage+0xa15`, capturing the player index on every call for one turn. It names the set
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directly and costs one VM session. Instrument the *entry*, not the count.
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## 5. What this lane changed — measured
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Predictions are in §6, written and committed before the build (`c852965`). All three held; the
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one thing that came out differently is recorded in §7 rather than quietly corrected.
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| change | pair 1 closed | pair 2 closed | regressed | leaves |
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|---|---:|---:|---:|---|
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| **PL-1** S00 stamps `PvSav` from `Sav` | 0 | 2 | 0 | `Player[16]/PvSav`, `Player[576]/PvSav` |
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| **PL-2** T31 recovers its difficulty column from the input save | 2 | 2 | 0 | `Player[16]/BnkEl`, `Player[32]/BnkEl` on both pairs |
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| **PL-3** the protection factor is narrowed to float32 | 0 | 0 | 0 | none on this corpus, by construction |
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| total | **2** | **4** | **0** | |
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Independently of the leaf count, PL-2 turns T31's self-check into a real one. It used to report
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"BnkEl reproduced for 6 of 8" on `turn1-state` **regardless of the AI roster**, because it was
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comparing its *post-turn* computation against the *pre-turn* stored value — so the only players
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it could ever "reproduce" were the six whose limit does not move at all. That is thin coverage
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of exactly the shape rule 15 describes, and the phase's own catalog text claimed "8 of 8 with
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the AI flag supplied", which the binary never printed. The check is now taken at load, against
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the colony state the save was written from, and it passes **for every live player of all eleven
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corpus saves** — 7/7 or 8/8 on each. The whole max-income chain is now verified on eleven saves
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instead of two.
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The column identification resolves to **1 AI and 1 non-AI on every one of the eleven saves**,
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with the rest ambiguous, and needs no `--ai-player`.
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## 6. Predictions, written before the build (rule 2)
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### PL-1 — `PvSav` is S00's snapshot of `Sav`
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`PvSav(turn N+1) == Sav(turn N)` holds exactly for players 16 and 576 across all three saves
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(50,000 → 50,000 → 289,688 against `Sav` 50,000 → 289,688 → 532,369; and 0 → 0 → 98,871 against
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`Sav` 0 → 98,871 → 198,730). For player 32 it is `Sav(turn N) − 11,900`, the M2 deduction.
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**Predicted:** pair 1 — 0 closed, 0 regressed (every player's `Sav` already equals its `PvSav`
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in `turn1-state`, so the snapshot is a no-op there). Pair 2 — **2 closed** (`Player[16]/PvSav`,
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`Player[576]/PvSav`), **0 regressed**; player 32 stays open, short by exactly 11,900.
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**Falsification.** If the snapshot were taken later than S00 — say after P02 writes savings —
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player 16's `turn3` `PvSav` would be its *turn 3* `Sav` (532,369), not its turn 2 `Sav`
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(289,688). It is 289,688. If the snapshot were per-player conditional, some player other than 32
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would show an offset; none does. If it regresses anything, the symptom is a player whose
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`PvSav` and `Sav` differ in the input for a reason that is not M2 — there is none in the corpus,
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so a regression here means the field is not a snapshot at all.
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### PL-2 — T31's difficulty column is recoverable from the input save
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T31 is blocked on `ServerPlayer+0xf9`, the per-player "is AI" flag, which the save does not
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carry and which is worth ×1.1 on that player's max income. The operator supplies it with
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`--ai-player N`.
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But the input save **already carries the answer**: its `BnkEl` was written by the original at
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the end of the previous turn from the colony state the save holds. Computing `BnkEl` from that
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state under both columns and comparing against the stored value identifies the column — for
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every player whose max income is non-zero, since the two columns differ by 10%, far more than
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one truncation.
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**Predicted:** on `turn1-state`, the column resolves to non-AI for player 0 and AI for player 1;
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it is *ambiguous* (both columns give `BnkEl = 0`) for the five players that own nothing, where
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the value is 0 either way. Player 7's column is unknown before measuring. With the column
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identified from the save and `BnkEl` committed, the phase closes **2 leaves per pair, 0
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regressed** — the same as `--commit-blocked=T31 --ai-player 1` measures today, but with no
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operator input.
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**Falsification.** (a) If the AI flag does more than select a ×1.1 income column, the identified
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column will still reproduce the *stored* value while the *post-turn* value diverges; symptom —
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`BnkEl` closes on pair 1 and regresses on pair 2, or the other way round. (b) Player 576's
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`BnkEl` is **constant** at −665,806 across all three saves although its `Sav` grows; if its
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column is identified and its post-turn max income has moved, committing regresses that leaf.
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Symptom — 2 closed and 1 regressed. (c) If the pre-turn computation reproduces *neither*
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column's value for a player, the phase must abstain for that player, and the leaf stays
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pass-through — no regression, but no close either.
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### PL-3 — the protection factor is a widened float (rule 23, read the four bytes)
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`ComputeBankruptcyLimits` multiplies `BANKRUPTCY_PROTECTION_LIMIT_FACTOR` in as a `double`. The
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image does not. In `ServerPlayer::UpdateBankruptcyLimits` the two constants are loaded by
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**different opcodes**, and that is the whole point:
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```
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DB 45 FC fild dword [ebp-4] ; maxIncome, still on the stack afterwards
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DD 05 30 EC A2 00 fld qword [0x00a2ec30] ; DD /0 = m64fp -- a DOUBLE in .rdata
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D8 F9 fdivr st(0), st(1) ; maxIncome / that double
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E8 … call ftol ; -> BnkEl, then the -2e9 clamp
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8B 0D DC DF AE 00 mov ecx, [0x00aedfdc] ; the tuning pointer slot
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D8 09 fmul dword [ecx] ; D8 /1 = m32fp -- a FLOAT32
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E8 … call ftol
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F7 D8 neg eax ; -> BnkPr
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```
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The `.rdata` double at `0x00a2ec30` reads `00 00 00 40 33 33 C3 BF` = **−0.15000000596046448**,
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i.e. `(double)(float)-0.15` — already handled. The protection factor is the other case: it is
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read `dword ptr`, so whatever decimal the data file carries is **narrowed to float32 before the
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multiply**, and our `double` multiply is wrong at every boundary.
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**Predicted:** 0 leaves move on this corpus — all seven non-zero `BnkPr` records invert to a max
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income where `3.3` and `(double)3.3f` truncate to the same integer. Three hand-written test
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expectations move by one or twenty (`-3300 → -3299`, `-330 → -329`,
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`-1320000000 → -1319999980`). The two constants disagree on roughly **1.1% of max-income values
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at the corpus's empire size**, rising with empire size, so this is a fix the corpus cannot see —
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report it as thin coverage, not as verified.
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**Falsification.** If the factor were a `double` in the image the opcode would be `DC /1`, not
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`D8 /1`. If some *other* call site multiplies the same global as a qword, the storage is a
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double and this is wrong; the check is a cross-reference sweep on `0x00aedfdc`.
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---
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## 7. Where the predictions were wrong
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**"Ambiguous" is not a synonym for "owns nothing."** PL-2 predicted the ambiguous bucket would
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be the five players with no colonies. It is six, and the extra one is `Player[576] "Independent
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Colony"`, which owns a system and carries a non-zero `BnkEl` of −665,806. The reason is in the
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difficulty table itself: the AI row is selected by `isAI && !npc`, and player 576 is an NPC, so
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both columns hand it the same row. The note the phase prints and the header comment in
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`game/sim/player_turn.h` were both corrected to say so — an ambiguous player is one where the
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two columns *agree*, which happens for two different reasons.
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||||||
|
|
||||||
|
That also disposed of falsification (b): player 576's limit is constant across all three saves,
|
||||||
|
and had the identification been wrong about it the commit would have regressed that leaf.
|
||||||
|
It did not; 576's post-turn max income reproduces the same −665,806.
|
||||||
|
|
||||||
|
Falsification (a) and (c) did not fire: no player of any corpus save came out `Unidentified`,
|
||||||
|
and no leaf regressed on either pair.
|
||||||
|
|
||||||
|
---
|
||||||
|
**The float/double disagreement rate is 10%, not "roughly 1.1%".** PL-3 estimated the rate from
|
||||||
|
the size of the gap (`3.3 - (double)3.3f` is 4.768e-8, which at a max income of 240,000 is about
|
||||||
|
0.011 of a unit, so ~1.1% of values should straddle an integer). Measured over every integer max
|
||||||
|
income from 230,000 to 250,000: **2,000 of 20,000 disagree — exactly 10%, and exactly the
|
||||||
|
multiples of ten.** The estimate was wrong because it assumed the products are uniformly
|
||||||
|
distributed against the integer grid and they are not: `3.3 x 10k` is an exact integer in
|
||||||
|
decimal for every k, so the decimal lands *on* the boundary at every tenth value and the
|
||||||
|
image's float lands just below it. The first disagreement is at `maxIncome = 10`
|
||||||
|
(33.0 against 32.99999952), not somewhere out in the hundreds of thousands.
|
||||||
|
|
||||||
|
That makes the fix meaningfully larger than predicted and the corpus' silence about it
|
||||||
|
correspondingly more suspicious: seven records, none of them a multiple of ten.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. The ranked remainder
|
||||||
|
|
||||||
|
Ranked by leaves per unit of effort, both pairs summed, with the blocker named. Nothing here is
|
||||||
|
"more analysis of `/Sim/players`" — every row is a named thing somewhere else.
|
||||||
|
|
||||||
|
| rank | item | leaves (p1 + p2) | effort | what it needs |
|
||||||
|
|---|---|---:|---|---|
|
||||||
|
| 1 | **give the metric harness a data root** | 4 + 3 = **7** | one line in `tools/standalone_report.py` | `--data <extracted gob> --commit-blocked=P11 --ai-player 1 --ai-player 2 --ai-player 3`. Already measured end to end on CT111 against `/srv/re-lab/gob-extract`: **87 closed / 0 regressed** on pair 1 and **46 / 0** on pair 2, residual 122 and 62. It closes nothing new in the engine; it stops the metric reporting an argument as if it were a gap |
|
||||||
|
| 2 | **wire `StrategyVars.txt` into a `TuningTable` and set `opt.haveTuning`** | 2 + 2 = **4** | small, contained | `TurnOptions::haveTuning` is **read in three places and never assigned** — the field is dead. `game/config`'s loader exists and the data root already parses; nothing else is missing. Unblocks `BnkPr` in T31 (and, per rule 23, it must be narrowed to float32 on the way in — that is done, PL-3). Also unblocks whatever `RunCivilianGrowth` does with the flag |
|
||||||
|
| 3 | **`game/ai`: research target selection** | 12 + 2 = **14** | a module | `ResRate`/`ResTNm` are the AI's own orders, and every tech-tree leaf follows from them. Three players do it per turn (the AI empire and both Singularity shadows) |
|
||||||
|
| 4 | **`game/ai`: the build order** | 15 + 9 = **24**, plus M3's 10 | a module | one destroyer, queued during the turn, deducted 11,900 from the treasury *before* spine phase 0. It is the single largest cause in the block and lane B6 already proved it cannot come from the save |
|
||||||
|
| 5 | **T34 `RecordObservedDesigns`** | (10, downstream of 4) | small once 4 lands | the mechanism is now readable off the corpus (§2): a design's creator registers the design in its own `odes`, its weapons in `owep`, and re-stamps `otnL` on the design's techs in `otch`; `odes` re-stamps on *build*, `otch` on *creation*. Two different refresh rules from one workload — treat both as hypotheses until a second workload exists |
|
||||||
|
| 6 | **`Status`'s predicate** | 4 + 0 = **4** | one VM session | an entry probe on W2's writer at `OnMessage+0xa15`, capturing the player index per call (§4). Not a reading problem — eighteen fields fit the one observation the corpus offers |
|
||||||
|
| 7 | **M8: player 528's one-off design** | 2 + 0 = **2** | unknown | a non-empire faction ("Alien Menace") creates `Des[1712 "Refugee Trade Ship"]` on turn 1→2 and never again, and the id it takes is the first of the three `NMnx` issues that turn. Nothing in the corpus explains what triggers it. Lowest rank because two leaves is not worth a hunt until something else brings us into that code |
|
||||||
|
|
||||||
|
**What is NOT on this list, deliberately:** more decomposition of `/Sim/players`. The block is
|
||||||
|
now fully attributed — every one of the 54 and 24 leaves belongs to a row above.
|
||||||
|
|
@ -57,8 +57,14 @@ constexpr PhaseDesc kHost[] = {
|
||||||
|
|
||||||
constexpr PhaseDesc kStrategic[] = {
|
constexpr PhaseDesc kStrategic[] = {
|
||||||
{Driver::Strategic, 0, "S00", "SnapshotPreviousTurn", PhaseStatus::Partial,
|
{Driver::Strategic, 0, "S00", "SnapshotPreviousTurn", PhaseStatus::Partial,
|
||||||
"bumps the modification counter; the previous-turn shadow-word snapshot is not modelled "
|
"bumps the modification counter and stamps PvSav from Sav on every live player -- the "
|
||||||
"(the shadow words are not all identified on the wire)"},
|
"treasury's previous-turn shadow, taken before any phase of the turn can move it, which "
|
||||||
|
"is what makes the tail's Sav-PvSav the turn's own net. Measured on the reference pairs: "
|
||||||
|
"0 closed on turn1->turn2 (the snapshot is a no-op there, every treasury is untouched) "
|
||||||
|
"and 2 closed on turn2->turn3, 0 regressed on both. It is short by exactly 11,900 on the "
|
||||||
|
"one AI empire, whose queued build order is deducted before this phase and exists nowhere "
|
||||||
|
"in the input file (Rung B). The REST of the shadow words are still not modelled: they "
|
||||||
|
"are not all identified on the wire"},
|
||||||
{Driver::Strategic, 1, "S01", "SystemPrePassMoraleAndAbandon", PhaseStatus::Stub,
|
{Driver::Strategic, 1, "S01", "SystemPrePassMoraleAndAbandon", PhaseStatus::Stub,
|
||||||
"per-system morale event + the abandon/chaos check below the minimum chaos population"},
|
"per-system morale event + the abandon/chaos check below the minimum chaos population"},
|
||||||
{Driver::Strategic, 2, "S02", "TradeManagerTurn", PhaseStatus::Stub,
|
{Driver::Strategic, 2, "S02", "TradeManagerTurn", PhaseStatus::Stub,
|
||||||
|
|
@ -268,18 +274,24 @@ constexpr PhaseDesc kTail[] = {
|
||||||
{Driver::Tail, 28, "T28", "UpdateNodeLineSightingMasks", PhaseStatus::Stub, ""},
|
{Driver::Tail, 28, "T28", "UpdateNodeLineSightingMasks", PhaseStatus::Stub, ""},
|
||||||
{Driver::Tail, 29, "T29", "AbortInvisibleInterceptOrders", PhaseStatus::Stub, ""},
|
{Driver::Tail, 29, "T29", "AbortInvisibleInterceptOrders", PhaseStatus::Stub, ""},
|
||||||
{Driver::Tail, 30, "T30", "RebuildCommunicationMasks", PhaseStatus::Stub, ""},
|
{Driver::Tail, 30, "T30", "RebuildCommunicationMasks", PhaseStatus::Stub, ""},
|
||||||
{Driver::Tail, 31, "T31", "UpdateBankruptcyLimits", PhaseStatus::Blocked,
|
{Driver::Tail, 31, "T31", "UpdateBankruptcyLimits", PhaseStatus::Partial,
|
||||||
"the whole chain is now modelled: sum over owned, non-abandoned systems of "
|
"BnkEl is modelled and committed; BnkPr is not. The chain is the sum over owned, "
|
||||||
"max(ComputeMaxIncome, 0), and the phase self-checks it every run against the BnkEl the "
|
"non-abandoned systems of max(ComputeMaxIncome, 0). CORRECTION (lane PL): this phase used "
|
||||||
"input save already carries -- 8 of 8 players on turn1-state with the AI flag supplied. "
|
"to claim it self-checked against the BnkEl the input save carries, and it did not -- it "
|
||||||
"Two things keep it blocked and neither is the formula. First, `ServerPlayer+0xf9` (is "
|
"compared its POST-turn computation against the PRE-turn stored value, so the only "
|
||||||
"this player AI?) is a game-setup input the save does not carry, and it selects a "
|
"players it could ever 'reproduce' were the six whose limit does not move, and its "
|
||||||
"difficulty column worth x1.1 on an AI empire; --ai-player N supplies it. Second, BnkPr "
|
"6-of-8 was thin coverage of exactly the shape rule 15 describes. The check is now taken "
|
||||||
"needs BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data files, so it is offered only "
|
"at LOAD, from the colony state the save was written from, and it passes 8 of 8 on the "
|
||||||
"with a tuning table loaded. It used to close NOTHING because the limits move with the "
|
"reference saves and for every live player of all 11 corpus saves. That same check "
|
||||||
"CIVILIAN population and that growth was not committed; now that S11 commits it, measured "
|
"replaces the operator flag: `ServerPlayer+0xf9` (is this player AI?) is not on the wire, "
|
||||||
"with --commit-blocked=T31 --ai-player 1: 2 closed, 0 regressed on EACH reference pair "
|
"but it is worth 10% of the max income and BnkEl has a 6.67x slope, so recomputing the "
|
||||||
"-- BnkEl for the human and for the AI. BnkPr still needs the tuning factor"},
|
"stored limit under both difficulty columns identifies which one was used -- 1 AI and 1 "
|
||||||
|
"non-AI on every corpus save, the rest ambiguous because both columns agree there (zero "
|
||||||
|
"income, or an NPC, whose row is gated on `isAI && !npc`). A player neither column "
|
||||||
|
"reproduces abstains and keeps its pass-through leaf. Measured with NO operator input: 2 "
|
||||||
|
"closed, 0 regressed on EACH reference pair. What is left is BnkPr, which needs "
|
||||||
|
"BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data files -- it is read `fmul dword ptr`, "
|
||||||
|
"so it is a float32 in the image and the engine now narrows it (rule 23)"},
|
||||||
{Driver::Tail, 32, "T32", "PostIncomingFleetWarnings", PhaseStatus::Stub, ""},
|
{Driver::Tail, 32, "T32", "PostIncomingFleetWarnings", PhaseStatus::Stub, ""},
|
||||||
{Driver::Tail, 33, "T33", "ShipManagerEndOfTurnHooks", PhaseStatus::Stub, ""},
|
{Driver::Tail, 33, "T33", "ShipManagerEndOfTurnHooks", PhaseStatus::Stub, ""},
|
||||||
{Driver::Tail, 34, "T34", "RecordObservedDesigns", PhaseStatus::Stub, ""},
|
{Driver::Tail, 34, "T34", "RecordObservedDesigns", PhaseStatus::Stub, ""},
|
||||||
|
|
|
||||||
195
src/app/turn.cpp
195
src/app/turn.cpp
|
|
@ -18,6 +18,7 @@
|
||||||
#include "game/sim/colony.h"
|
#include "game/sim/colony.h"
|
||||||
#include "game/sim/economy.h"
|
#include "game/sim/economy.h"
|
||||||
#include "game/sim/numeric.h"
|
#include "game/sim/numeric.h"
|
||||||
|
#include "game/sim/player_turn.h"
|
||||||
#include "game/sim/rng.h"
|
#include "game/sim/rng.h"
|
||||||
#include "game/sim/tuning.h"
|
#include "game/sim/tuning.h"
|
||||||
|
|
||||||
|
|
@ -584,81 +585,151 @@ std::vector<PlayerBudgetFeed> BuildBudgetFeeds(const SaveGame& game, const TurnO
|
||||||
return feeds;
|
return feeds;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RunUpdateBankruptcyLimits(SaveGame& game, const TurnOptions& opt, PhaseRecord& rec) {
|
// A system table keyed by the handle id a player's `OwnId` list carries. The list is short
|
||||||
|
// enough that a linear probe is cheaper than a map, and keeping it a value type means both
|
||||||
|
// callers below build it the same way.
|
||||||
|
class SystemIndex {
|
||||||
|
public:
|
||||||
|
explicit SystemIndex(const SaveGame& game) {
|
||||||
|
for (const auto& e : game.sim.systems) {
|
||||||
|
ids_.push_back(e.sysID);
|
||||||
|
sys_.push_back(&e.sys);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
const Sys* Find(std::int32_t id) const {
|
||||||
|
for (std::size_t i = 0; i < ids_.size(); ++i)
|
||||||
|
if (ids_[i] == id) return sys_[i];
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::vector<std::int32_t> ids_;
|
||||||
|
std::vector<const Sys*> sys_;
|
||||||
|
};
|
||||||
|
|
||||||
|
// `sum over owned, non-abandoned systems of max(ComputeMaxIncome(s), 0)` for one player.
|
||||||
|
int PlayerMaxIncome(const Player& p, bool isAI, const SystemIndex& index,
|
||||||
|
const MaxIncomeInputs& ctx, int* dangling = nullptr) {
|
||||||
|
int maxIncome = 0;
|
||||||
|
for (std::int32_t id : p.owners) {
|
||||||
|
const Sys* s = index.Find(id);
|
||||||
|
if (!s) {
|
||||||
|
if (dangling) ++*dangling;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (s->abdn) continue; // an abandoned colony is skipped, not counted as zero
|
||||||
|
maxIncome += SystemMaxIncomeFromWire(*s, p, isAI, ctx);
|
||||||
|
}
|
||||||
|
return maxIncome;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Which difficulty column each player's income was computed under, recovered from the input
|
||||||
|
// save before any phase mutates it. See `game/sim/player_turn.h` for why this is possible at
|
||||||
|
// all; the short version is that `BnkEl` is a 6.67x-slope function of the max income, so the
|
||||||
|
// 10% the AI column adds cannot hide inside a truncation.
|
||||||
|
//
|
||||||
|
// Taken at load, and it has to be: T31 runs at the end of the turn, by which point the colony
|
||||||
|
// state is the POST-turn one and no longer the state the stored limit was written from.
|
||||||
|
std::vector<sim::DifficultyColumnEvidence> IdentifyDifficultyColumns(const SaveGame& game) {
|
||||||
MaxIncomeInputs ctx;
|
MaxIncomeInputs ctx;
|
||||||
ctx.serverIncomeMod = game.sim.incMod;
|
ctx.serverIncomeMod = game.sim.incMod;
|
||||||
for (const auto& sp : game.sim.species) ctx.idealSuit.push_back(sp.issu);
|
for (const auto& sp : game.sim.species) ctx.idealSuit.push_back(sp.issu);
|
||||||
|
const SystemIndex index(game);
|
||||||
|
|
||||||
// The system table, keyed by the handle id a player's `OwnId` list carries.
|
std::vector<sim::DifficultyColumnEvidence> out;
|
||||||
std::vector<const Sys*> byId;
|
out.reserve(game.sim.players.size());
|
||||||
std::vector<std::int32_t> ids;
|
for (const auto& pe : game.sim.players) {
|
||||||
for (const auto& e : game.sim.systems) {
|
const Player& p = pe.player;
|
||||||
ids.push_back(e.sysID);
|
out.push_back(sim::IdentifyDifficultyColumn(
|
||||||
byId.push_back(&e.sys);
|
p.bnkEl, PlayerMaxIncome(p, false, index, ctx),
|
||||||
|
PlayerMaxIncome(p, true, index, ctx), ctx.tuning));
|
||||||
}
|
}
|
||||||
const auto find = [&](std::int32_t id) -> const Sys* {
|
return out;
|
||||||
for (std::size_t i = 0; i < ids.size(); ++i)
|
}
|
||||||
if (ids[i] == id) return byId[i];
|
|
||||||
return nullptr;
|
|
||||||
};
|
|
||||||
|
|
||||||
int players = 0, dangling = 0, matches = 0, compared = 0, aiOwned = 0;
|
void RunUpdateBankruptcyLimits(SaveGame& game, const TurnOptions& opt, PhaseRecord& rec,
|
||||||
|
const std::vector<sim::DifficultyColumnEvidence>& columns) {
|
||||||
|
MaxIncomeInputs ctx;
|
||||||
|
ctx.serverIncomeMod = game.sim.incMod;
|
||||||
|
for (const auto& sp : game.sim.species) ctx.idealSuit.push_back(sp.issu);
|
||||||
|
const SystemIndex index(game);
|
||||||
|
|
||||||
|
int players = 0, dangling = 0, reproduced = 0, compared = 0;
|
||||||
|
int identifiedAI = 0, identifiedNonAI = 0, ambiguous = 0, unidentified = 0, overridden = 0;
|
||||||
std::string firstMiss;
|
std::string firstMiss;
|
||||||
for (auto& pe : game.sim.players) {
|
for (std::size_t i = 0; i < game.sim.players.size(); ++i) {
|
||||||
Player& p = pe.player;
|
Player& p = game.sim.players[i].player;
|
||||||
if (p.elim) continue;
|
if (p.elim) continue;
|
||||||
++players;
|
++players;
|
||||||
const bool isAI = opt.IsAIPlayer(p.plyrIdx);
|
|
||||||
if (isAI) ++aiOwned;
|
|
||||||
int maxIncome = 0;
|
|
||||||
for (std::int32_t id : p.owners) {
|
|
||||||
const Sys* s = find(id);
|
|
||||||
if (!s) {
|
|
||||||
++dangling;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
if (s->abdn) continue; // an abandoned colony is skipped, not counted as zero
|
|
||||||
maxIncome += SystemMaxIncomeFromWire(*s, p, isAI, ctx);
|
|
||||||
}
|
|
||||||
const sim::BankruptcyLimits lim =
|
|
||||||
sim::ComputeBankruptcyLimits(maxIncome, ctx.tuning);
|
|
||||||
// The limits the save already carries were computed by the ORIGINAL at the end of the
|
|
||||||
// previous turn from the same colony state, so comparing against them is a check of
|
|
||||||
// the whole income chain that needs no running game -- the same "testable on load"
|
|
||||||
// property the turn-record phase has.
|
|
||||||
++compared;
|
++compared;
|
||||||
if (lim.eliminationFloor == p.bnkEl) {
|
|
||||||
++matches;
|
// The column, from this player's own record where the save could settle it, and from
|
||||||
} else if (firstMiss.empty()) {
|
// the operator's roster only where it could not.
|
||||||
firstMiss = fmt("player %d: BnkEl ours %d, save %d (maxIncome %d)", p.plyrIdx,
|
const sim::DifficultyColumnEvidence ev =
|
||||||
lim.eliminationFloor, p.bnkEl, maxIncome);
|
i < columns.size() ? columns[i] : sim::DifficultyColumnEvidence{};
|
||||||
|
bool isAI = false;
|
||||||
|
switch (ev.column) {
|
||||||
|
case sim::DifficultyColumn::AI: isAI = true; ++identifiedAI; break;
|
||||||
|
case sim::DifficultyColumn::NonAI: ++identifiedNonAI; break;
|
||||||
|
case sim::DifficultyColumn::Ambiguous:
|
||||||
|
++ambiguous;
|
||||||
|
isAI = opt.IsAIPlayer(p.plyrIdx);
|
||||||
|
break;
|
||||||
|
case sim::DifficultyColumn::Unidentified:
|
||||||
|
++unidentified;
|
||||||
|
isAI = opt.IsAIPlayer(p.plyrIdx);
|
||||||
|
if (isAI) ++overridden;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
if (ev.Reproduced()) ++reproduced;
|
||||||
|
else if (firstMiss.empty())
|
||||||
|
firstMiss = fmt("player %d: the input save's BnkEl is %d and neither column "
|
||||||
|
"reproduces it (non-AI %d, AI %d) -- this player abstains",
|
||||||
|
p.plyrIdx, ev.storedLimit, ev.nonAiLimit, ev.aiLimit);
|
||||||
|
|
||||||
|
const int maxIncome = PlayerMaxIncome(p, isAI, index, ctx, &dangling);
|
||||||
|
const sim::BankruptcyLimits lim = sim::ComputeBankruptcyLimits(maxIncome, ctx.tuning);
|
||||||
++rec.invocations;
|
++rec.invocations;
|
||||||
|
|
||||||
// BnkPr's factor is a data-file constant; with no tuning table its computed value is
|
// BnkPr's factor is a data-file constant; with no tuning table its computed value is
|
||||||
// -0 for every player, which is a confidently wrong leaf rather than a missing one.
|
// -0 for every player, which is a confidently wrong leaf rather than a missing one.
|
||||||
// It is therefore only offered when the table is loaded.
|
// It is therefore only offered when the table is loaded.
|
||||||
int would = lim.eliminationFloor != p.bnkEl ? 1 : 0;
|
|
||||||
const bool prModelled = opt.haveTuning;
|
const bool prModelled = opt.haveTuning;
|
||||||
|
int would = lim.eliminationFloor != p.bnkEl ? 1 : 0;
|
||||||
if (prModelled && lim.protectionLimit != p.bnkPr) ++would;
|
if (prModelled && lim.protectionLimit != p.bnkPr) ++would;
|
||||||
if (opt.CommitBlocked("T31")) {
|
|
||||||
|
// Committing is per player, and the gate is this player's own record: write only
|
||||||
|
// where the same chain, run on the state the save was written from, reproduced the
|
||||||
|
// limit the save carries. Where it did not, the phase leaves the leaf alone -- a
|
||||||
|
// pass-through leaf that may still be right beats a computed one that is known to be
|
||||||
|
// wrong. `--commit-blocked=T31` remains the operator's override for the rest.
|
||||||
|
const bool commit = ev.Reproduced() || opt.CommitBlocked("T31");
|
||||||
|
if (commit) {
|
||||||
rec.leafWrites += would;
|
rec.leafWrites += would;
|
||||||
p.bnkEl = lim.eliminationFloor;
|
p.bnkEl = lim.eliminationFloor;
|
||||||
if (prModelled) p.bnkPr = lim.protectionLimit;
|
if (prModelled) p.bnkPr = lim.protectionLimit;
|
||||||
rec.committed = true;
|
if (would) rec.committed = true;
|
||||||
} else {
|
} else {
|
||||||
rec.wouldWrite += would;
|
rec.wouldWrite += would;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
rec.notes.push_back(fmt("%d player(s); BnkEl reproduced for %d of %d from the input save's "
|
rec.notes.push_back(fmt("%d player(s); the input save's own BnkEl was reproduced for %d "
|
||||||
"own colony state",
|
"of %d from the colony state it carries",
|
||||||
players, matches, compared));
|
players, reproduced, compared));
|
||||||
|
rec.notes.push_back(fmt("difficulty column recovered from the save: %d AI, %d non-AI, "
|
||||||
|
"%d ambiguous, %d unidentified",
|
||||||
|
identifiedAI, identifiedNonAI, ambiguous, unidentified));
|
||||||
|
if (ambiguous)
|
||||||
|
rec.notes.push_back("ambiguous means both columns produce the SAME limit, so the flag "
|
||||||
|
"cannot matter for that player -- either the max income is zero, "
|
||||||
|
"or the player is an NPC, and the difficulty table's AI row is "
|
||||||
|
"gated on `isAI && !npc`");
|
||||||
|
if (overridden)
|
||||||
|
rec.notes.push_back(fmt("%d unidentified player(s) took the operator's --ai-player "
|
||||||
|
"roster instead", overridden));
|
||||||
if (!firstMiss.empty()) rec.notes.push_back(firstMiss);
|
if (!firstMiss.empty()) rec.notes.push_back(firstMiss);
|
||||||
if (dangling) rec.notes.push_back(fmt("%d owned-system id(s) absent from the system table",
|
if (dangling) rec.notes.push_back(fmt("%d owned-system id(s) absent from the system table",
|
||||||
dangling));
|
dangling));
|
||||||
if (aiOwned == 0)
|
|
||||||
rec.notes.push_back("no player was declared AI (--ai-player N); every player therefore "
|
|
||||||
"takes the non-AI difficulty column, which is 1/1.1 low on an AI "
|
|
||||||
"empire at difficulty level 1");
|
|
||||||
// BnkPr's factor is a data-file constant (BANKRUPTCY_PROTECTION_LIMIT_FACTOR), so with no
|
// BnkPr's factor is a data-file constant (BANKRUPTCY_PROTECTION_LIMIT_FACTOR), so with no
|
||||||
// tuning table loaded the protection limit is not modelled even though BnkEl is.
|
// tuning table loaded the protection limit is not modelled even though BnkEl is.
|
||||||
if (!opt.haveTuning)
|
if (!opt.haveTuning)
|
||||||
|
|
@ -890,6 +961,12 @@ TurnResult RunStrategicTurn(SaveGame& game, const TurnOptions& opt) {
|
||||||
const TurnRecordAudit recordAudit =
|
const TurnRecordAudit recordAudit =
|
||||||
AuditTurnRecordsAgainstSave(game, opt.catalog ? &inputCensus : nullptr);
|
AuditTurnRecordsAgainstSave(game, opt.catalog ? &inputCensus : nullptr);
|
||||||
|
|
||||||
|
// Also taken before any phase runs, and for the same reason: T31's difficulty column is
|
||||||
|
// recovered by recomputing each player's bankruptcy limit from the colony state the save
|
||||||
|
// was written from, which stops existing the moment S11 commits growth.
|
||||||
|
const std::vector<sim::DifficultyColumnEvidence> difficultyColumns =
|
||||||
|
IdentifyDifficultyColumns(game);
|
||||||
|
|
||||||
// The event text. The engine holds keys; the text comes from the operator's own installed
|
// The event text. The engine holds keys; the text comes from the operator's own installed
|
||||||
// string table, which arrives with the data root or not at all.
|
// string table, which arrives with the data root or not at all.
|
||||||
const EventTextTable eventText(opt.catalog && opt.catalog->strings_loaded
|
const EventTextTable eventText(opt.catalog && opt.catalog->strings_loaded
|
||||||
|
|
@ -965,6 +1042,26 @@ TurnResult RunStrategicTurn(SaveGame& game, const TurnOptions& opt) {
|
||||||
rec.notes.push_back("the real turn advances this counter 12-44 times, from "
|
rec.notes.push_back("the real turn advances this counter 12-44 times, from "
|
||||||
"writers spread across both drivers; only this one is "
|
"writers spread across both drivers; only this one is "
|
||||||
"modelled, so the leaf will not match yet");
|
"modelled, so the leaf will not match yet");
|
||||||
|
// The treasury's previous-turn shadow. It is a copy of `Sav` taken here,
|
||||||
|
// before any phase of the turn can move it, which is what makes the tail's
|
||||||
|
// `Sav - PvSav` the turn's own net.
|
||||||
|
int stamped = 0, moved = 0;
|
||||||
|
for (auto& pe : game.sim.players) {
|
||||||
|
Player& p = pe.player;
|
||||||
|
if (p.elim) continue;
|
||||||
|
const int was = p.pvSav;
|
||||||
|
p.pvSav = sim::SnapshotPreviousTurn(p.sav);
|
||||||
|
++stamped;
|
||||||
|
if (p.pvSav != was) ++moved;
|
||||||
|
}
|
||||||
|
rec.invocations += stamped;
|
||||||
|
rec.leafWrites += moved;
|
||||||
|
rec.notes.push_back(fmt("PvSav stamped from Sav on %d player(s); %d leaf(s) "
|
||||||
|
"moved", stamped, moved));
|
||||||
|
rec.notes.push_back("a player whose treasury is spent between the file being "
|
||||||
|
"written and this phase -- the AI's queue-time build "
|
||||||
|
"deduction -- lands 11,900 high here, and that order is "
|
||||||
|
"not in the input save (Rung B)");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 4: { // S04 RebuildAllianceMasks
|
case 4: { // S04 RebuildAllianceMasks
|
||||||
|
|
@ -1231,7 +1328,7 @@ TurnResult RunStrategicTurn(SaveGame& game, const TurnOptions& opt) {
|
||||||
rec.committed = v.leafWrites > 0;
|
rec.committed = v.leafWrites > 0;
|
||||||
rec.notes = v.notes;
|
rec.notes = v.notes;
|
||||||
} else if (tp[i].index == 31) {
|
} else if (tp[i].index == 31) {
|
||||||
RunUpdateBankruptcyLimits(game, opt, rec);
|
RunUpdateBankruptcyLimits(game, opt, rec, difficultyColumns);
|
||||||
} else if (tp[i].index == 36) {
|
} else if (tp[i].index == 36) {
|
||||||
RunFinalizeTurnRecords(game, opt, rec, recordAudit, allianceMasks);
|
RunFinalizeTurnRecords(game, opt, rec, recordAudit, allianceMasks);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,8 @@ add_library(sots_game_sim STATIC
|
||||||
colony.cpp
|
colony.cpp
|
||||||
movement.cpp
|
movement.cpp
|
||||||
visibility.cpp
|
visibility.cpp
|
||||||
techgraph.cpp)
|
techgraph.cpp
|
||||||
|
player_turn.cpp)
|
||||||
target_include_directories(sots_game_sim PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/../..)
|
target_include_directories(sots_game_sim PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/../..)
|
||||||
target_compile_features(sots_game_sim PUBLIC cxx_std_17)
|
target_compile_features(sots_game_sim PUBLIC cxx_std_17)
|
||||||
if(NOT MSVC)
|
if(NOT MSVC)
|
||||||
|
|
@ -19,7 +20,7 @@ endif()
|
||||||
option(SOTS_GAME_SIM_TESTS "Build the game/sim unit tests" OFF)
|
option(SOTS_GAME_SIM_TESTS "Build the game/sim unit tests" OFF)
|
||||||
if(SOTS_GAME_SIM_TESTS)
|
if(SOTS_GAME_SIM_TESTS)
|
||||||
enable_testing()
|
enable_testing()
|
||||||
set(_sim_tests economy research colony movement techgraph visibility construction)
|
set(_sim_tests economy research colony movement techgraph visibility construction player_turn)
|
||||||
foreach(_t IN LISTS _sim_tests)
|
foreach(_t IN LISTS _sim_tests)
|
||||||
add_executable(game_sim_test_${_t} ${CMAKE_CURRENT_SOURCE_DIR}/../../../tests/game_sim/test_${_t}.cpp)
|
add_executable(game_sim_test_${_t} ${CMAKE_CURRENT_SOURCE_DIR}/../../../tests/game_sim/test_${_t}.cpp)
|
||||||
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
||||||
|
|
|
||||||
|
|
@ -192,7 +192,21 @@ BankruptcyLimits ComputeBankruptcyLimits(int maxIncome, const TuningTable& t) {
|
||||||
std::max(Ftol(static_cast<double>(maxIncome) / kBankruptcyInterestDivisor),
|
std::max(Ftol(static_cast<double>(maxIncome) / kBankruptcyInterestDivisor),
|
||||||
-kTreasuryLimit);
|
-kTreasuryLimit);
|
||||||
// Protection: the tuned factor times the maximum income, never below the floor.
|
// Protection: the tuned factor times the maximum income, never below the floor.
|
||||||
l.protectionLimit = std::max(-Ftol(t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR * static_cast<double>(maxIncome)),
|
//
|
||||||
|
// The factor is NARROWED TO FLOAT32 first, and that is not a guess about the data file:
|
||||||
|
// the two constants in this routine are loaded by different opcodes. The divisor above is
|
||||||
|
// `DD /0` -- `fld qword`, a double in .rdata. The factor is
|
||||||
|
//
|
||||||
|
// mov ecx, [PTR_g_BANKRUPTCY_PROTECTION_LIMIT_FACTOR]
|
||||||
|
// fmul dword ptr [ecx] ; D8 /1 == m32fp
|
||||||
|
//
|
||||||
|
// so whatever decimal the data file carries is a 4-byte float by the time it multiplies.
|
||||||
|
// A `double` multiply here truncates to a different integer for roughly 1% of max-income
|
||||||
|
// values at the corpus' empire size, and for more as the empire grows. The corpus cannot
|
||||||
|
// see it -- all seven of its non-zero `BnkPr` records land where the two agree -- so this
|
||||||
|
// is an instruction-stream reading, not a measured leaf (rule 23).
|
||||||
|
l.protectionLimit = std::max(-Ftol(F32(t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR) *
|
||||||
|
static_cast<double>(maxIncome)),
|
||||||
l.eliminationFloor);
|
l.eliminationFloor);
|
||||||
return l;
|
return l;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -211,7 +211,11 @@ struct BankruptcyLimits {
|
||||||
// Limits from the sum of every owned system's maximum money output:
|
// Limits from the sum of every owned system's maximum money output:
|
||||||
// eliminationFloor = max(ftol(maxIncome / kBankruptcyInterestDivisor), -2e9)
|
// eliminationFloor = max(ftol(maxIncome / kBankruptcyInterestDivisor), -2e9)
|
||||||
// (the debt at which 15 %/turn interest eats the whole maximum income)
|
// (the debt at which 15 %/turn interest eats the whole maximum income)
|
||||||
// protectionLimit = max(-ftol(BANKRUPTCY_PROTECTION_LIMIT_FACTOR x maxIncome), eliminationFloor)
|
// protectionLimit = max(-ftol(float32(BANKRUPTCY_PROTECTION_LIMIT_FACTOR) x maxIncome),
|
||||||
|
// eliminationFloor)
|
||||||
|
// The factor is narrowed to float32 first: the image reads it `fmul dword ptr` while the
|
||||||
|
// divisor above is `fld qword ptr`, so the two constants of this one routine are stored at
|
||||||
|
// different widths. See the note at the call site.
|
||||||
// The limits a turn's check uses are the ones computed at the end of the previous turn
|
// The limits a turn's check uses are the ones computed at the end of the previous turn
|
||||||
// (and on load); the caller keeps them on the player.
|
// (and on load); the caller keeps them on the player.
|
||||||
// CONFIDENCE: high -- the factor is on the protection limit, the elimination limit is
|
// CONFIDENCE: high -- the factor is on the protection limit, the elimination limit is
|
||||||
|
|
|
||||||
27
src/game/sim/player_turn.cpp
Normal file
27
src/game/sim/player_turn.cpp
Normal file
|
|
@ -0,0 +1,27 @@
|
||||||
|
#include "game/sim/player_turn.h"
|
||||||
|
|
||||||
|
namespace sots::sim {
|
||||||
|
|
||||||
|
DifficultyColumnEvidence IdentifyDifficultyColumn(int storedEliminationFloor,
|
||||||
|
int nonAiMaxIncome, int aiMaxIncome,
|
||||||
|
const TuningTable& t) {
|
||||||
|
DifficultyColumnEvidence e;
|
||||||
|
e.storedLimit = storedEliminationFloor;
|
||||||
|
e.nonAiLimit = ComputeBankruptcyLimits(nonAiMaxIncome, t).eliminationFloor;
|
||||||
|
e.aiLimit = ComputeBankruptcyLimits(aiMaxIncome, t).eliminationFloor;
|
||||||
|
|
||||||
|
const bool nonAiFits = e.nonAiLimit == storedEliminationFloor;
|
||||||
|
const bool aiFits = e.aiLimit == storedEliminationFloor;
|
||||||
|
if (nonAiFits && aiFits) {
|
||||||
|
e.column = DifficultyColumn::Ambiguous;
|
||||||
|
} else if (nonAiFits) {
|
||||||
|
e.column = DifficultyColumn::NonAI;
|
||||||
|
} else if (aiFits) {
|
||||||
|
e.column = DifficultyColumn::AI;
|
||||||
|
} else {
|
||||||
|
e.column = DifficultyColumn::Unidentified;
|
||||||
|
}
|
||||||
|
return e;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace sots::sim
|
||||||
77
src/game/sim/player_turn.h
Normal file
77
src/game/sim/player_turn.h
Normal file
|
|
@ -0,0 +1,77 @@
|
||||||
|
// Per-player steps of the strategic turn that belong to the player record itself, rather
|
||||||
|
// than to a colony or a fleet.
|
||||||
|
//
|
||||||
|
// Two things live here today, and they are unrelated except that both are about a player's
|
||||||
|
// own words:
|
||||||
|
//
|
||||||
|
// * `SnapshotPreviousTurn` -- spine phase S00's shadow of the treasury.
|
||||||
|
// * `IdentifyDifficultyColumn` -- recovering, from the save, which difficulty column a
|
||||||
|
// player's income was computed under, so that tail phase T31 does not need to be told.
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "game/sim/economy.h"
|
||||||
|
#include "game/sim/tuning.h"
|
||||||
|
|
||||||
|
namespace sots::sim {
|
||||||
|
|
||||||
|
// ---- S00 SnapshotPreviousTurn ----------------------------------------------------------
|
||||||
|
//
|
||||||
|
// The first thing the strategic spine does is stamp the treasury into its previous-turn
|
||||||
|
// shadow, so that the turn's own income can later be reported as a delta (the tail's turn
|
||||||
|
// record carries `Sav - PvSav`). It is a copy, taken BEFORE any phase of the turn runs.
|
||||||
|
//
|
||||||
|
// Measured over the corpus: `PvSav(turn N+1) == Sav(turn N)` exactly, for every player whose
|
||||||
|
// treasury is not touched between the save being written and the first spine phase. The one
|
||||||
|
// player in the corpus where it does not hold is the AI empire whose queued build order is
|
||||||
|
// deducted before phase 0 -- an order that exists nowhere in the input file (see
|
||||||
|
// `docs/B6-ship-construction.md`), which is a Rung-B gap and not a defect of this step.
|
||||||
|
inline int SnapshotPreviousTurn(int savings) { return savings; }
|
||||||
|
|
||||||
|
// ---- T31's difficulty column ------------------------------------------------------------
|
||||||
|
//
|
||||||
|
// `ServerPlayer+0xf9` -- "is this player AI?" -- is copied from the game-setup record and
|
||||||
|
// never serialised, and it selects a column of the difficulty table that is worth a x1.1 on
|
||||||
|
// an AI empire's income at the corpus' difficulty level. That made T31 need an operator flag.
|
||||||
|
//
|
||||||
|
// It does not have to. The input save already carries `BnkEl`, which the original wrote at
|
||||||
|
// the end of the previous turn from exactly the colony state the save holds. Recomputing it
|
||||||
|
// from that state under BOTH columns and comparing with the stored value identifies the
|
||||||
|
// column: the two columns differ by 10% of the max income, which is far more than a
|
||||||
|
// truncation, so at most one of them can match on a player with any income at all.
|
||||||
|
//
|
||||||
|
// Two kinds of player make the two columns collapse onto one value, and both are reported as
|
||||||
|
// `Ambiguous` rather than as an identification -- the column is genuinely unknown, and it
|
||||||
|
// also genuinely cannot matter, and those are two different statements:
|
||||||
|
//
|
||||||
|
// * a player who owns nothing: max income is zero under either column;
|
||||||
|
// * an NPC: the difficulty table's AI row is gated on `isAI && !npc`, so an NPC takes the
|
||||||
|
// non-AI row whatever the flag says. Six of the corpus' eight players are NPCs, and one
|
||||||
|
// of them ("Independent Colony") owns a colony and carries a non-zero limit -- so
|
||||||
|
// `Ambiguous` is NOT a synonym for "owns nothing".
|
||||||
|
enum class DifficultyColumn {
|
||||||
|
Unidentified, // neither column reproduces the stored limit -- the model is off somewhere
|
||||||
|
Ambiguous, // both columns reproduce it (max income is zero); the choice cannot matter
|
||||||
|
NonAI,
|
||||||
|
AI,
|
||||||
|
};
|
||||||
|
|
||||||
|
struct DifficultyColumnEvidence {
|
||||||
|
int storedLimit = 0; // the `BnkEl` the input save carries
|
||||||
|
int nonAiLimit = 0; // what the non-AI column computes from the input colony state
|
||||||
|
int aiLimit = 0; // what the AI column computes from it
|
||||||
|
DifficultyColumn column = DifficultyColumn::Unidentified;
|
||||||
|
|
||||||
|
// Whether the identification says to run this player through the AI column. `Ambiguous`
|
||||||
|
// and `Unidentified` answer false, and the caller is expected to fall back to whatever
|
||||||
|
// the operator supplied in those two cases rather than to trust this.
|
||||||
|
bool IsAI() const { return column == DifficultyColumn::AI; }
|
||||||
|
// True when the model reproduced the value the save already carries -- i.e. when the
|
||||||
|
// whole max-income chain is verified against this player's own record on load.
|
||||||
|
bool Reproduced() const { return column != DifficultyColumn::Unidentified; }
|
||||||
|
};
|
||||||
|
|
||||||
|
DifficultyColumnEvidence IdentifyDifficultyColumn(int storedEliminationFloor,
|
||||||
|
int nonAiMaxIncome, int aiMaxIncome,
|
||||||
|
const TuningTable& t);
|
||||||
|
|
||||||
|
} // namespace sots::sim
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
# game/sim tests: four hand-computed suites + a real-save smoke test (skips unless SOTS_SAVES_JSON).
|
# game/sim tests: four hand-computed suites + a real-save smoke test (skips unless SOTS_SAVES_JSON).
|
||||||
foreach(_t economy research colony movement techgraph visibility construction)
|
foreach(_t economy research colony movement techgraph visibility construction player_turn)
|
||||||
add_executable(game_sim_test_${_t} test_${_t}.cpp)
|
add_executable(game_sim_test_${_t} test_${_t}.cpp)
|
||||||
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
||||||
target_include_directories(game_sim_test_${_t} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
|
target_include_directories(game_sim_test_${_t} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
|
||||||
|
|
|
||||||
|
|
@ -303,19 +303,33 @@ static void test_bankruptcy() {
|
||||||
TuningTable t;
|
TuningTable t;
|
||||||
t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR = 3.3;
|
t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR = 3.3;
|
||||||
t.BANKRUPTCY_ELIMINATION_TURNS = 5;
|
t.BANKRUPTCY_ELIMINATION_TURNS = 5;
|
||||||
// max income 1000: elimination at 1000 / -0.15 = -6666.67 -> -6666; protection -3300
|
// LANE PL, rule 23: the protection factor is read `fmul dword ptr`, so it is a FLOAT32
|
||||||
|
// in the image whatever the data file's decimal is. 3.3f is 3.299999952316284, and the
|
||||||
|
// conversion TRUNCATES, so every expectation below whose product lands on an exact
|
||||||
|
// integer under the decimal moves down by one. The two constants disagree at every
|
||||||
|
// multiple of ten -- exactly 10% of integer max incomes, starting at maxIncome = 10,
|
||||||
|
// where the decimal gives 33.0 and the image's float gives 32.99999952.
|
||||||
|
//
|
||||||
|
// max income 1000: elimination at 1000 / -0.15 = -6666.67 -> -6666; protection -3299
|
||||||
BankruptcyLimits l = ComputeBankruptcyLimits(1000, t);
|
BankruptcyLimits l = ComputeBankruptcyLimits(1000, t);
|
||||||
CHECK_EQ(l.eliminationFloor, -6666);
|
CHECK_EQ(l.eliminationFloor, -6666);
|
||||||
CHECK_EQ(l.protectionLimit, -3300);
|
CHECK_EQ(l.protectionLimit, -3299);
|
||||||
CHECK_EQ(BankruptcyLevel(-6667, l), 2);
|
CHECK_EQ(BankruptcyLevel(-6667, l), 2);
|
||||||
CHECK_EQ(BankruptcyLevel(-6666, l), 1);
|
CHECK_EQ(BankruptcyLevel(-6666, l), 1);
|
||||||
CHECK_EQ(BankruptcyLevel(-3301, l), 1);
|
CHECK_EQ(BankruptcyLevel(-3300, l), 1);
|
||||||
CHECK_EQ(BankruptcyLevel(-3300, l), 0);
|
CHECK_EQ(BankruptcyLevel(-3299, l), 0);
|
||||||
CHECK_EQ(BankruptcyLevel(0, l), 0);
|
CHECK_EQ(BankruptcyLevel(0, l), 0);
|
||||||
|
|
||||||
l = ComputeBankruptcyLimits(100, t);
|
l = ComputeBankruptcyLimits(100, t);
|
||||||
CHECK_EQ(l.eliminationFloor, -666);
|
CHECK_EQ(l.eliminationFloor, -666);
|
||||||
CHECK_EQ(l.protectionLimit, -330);
|
CHECK_EQ(l.protectionLimit, -329);
|
||||||
|
|
||||||
|
// the boundary the corpus never presents (rule 23): a max income NOT a multiple of ten,
|
||||||
|
// where the two constants agree, next to one that is, where they do not.
|
||||||
|
l = ComputeBankruptcyLimits(1001, t);
|
||||||
|
CHECK_EQ(l.protectionLimit, -3303); // 3.3 x 1001 = 3303.3 either way
|
||||||
|
l = ComputeBankruptcyLimits(10, t);
|
||||||
|
CHECK_EQ(l.protectionLimit, -32); // decimal would say -33
|
||||||
|
|
||||||
// a factor beyond the interest break-even is pinned to the elimination floor
|
// a factor beyond the interest break-even is pinned to the elimination floor
|
||||||
TuningTable big = t;
|
TuningTable big = t;
|
||||||
|
|
@ -327,7 +341,7 @@ static void test_bankruptcy() {
|
||||||
// huge income: the floor saturates at the treasury limit
|
// huge income: the floor saturates at the treasury limit
|
||||||
l = ComputeBankruptcyLimits(400000000, t);
|
l = ComputeBankruptcyLimits(400000000, t);
|
||||||
CHECK_EQ(l.eliminationFloor, -2000000000);
|
CHECK_EQ(l.eliminationFloor, -2000000000);
|
||||||
CHECK_EQ(l.protectionLimit, -1320000000);
|
CHECK_EQ(l.protectionLimit, -1319999980);
|
||||||
|
|
||||||
// LANE N: the divisor is the widened float literal, not the decimal -0.15. The two
|
// LANE N: the divisor is the widened float literal, not the decimal -0.15. The two
|
||||||
// disagree for every maxIncome divisible by 3, and maxIncome = 3 is where it first
|
// disagree for every maxIncome divisible by 3, and maxIncome = 3 is where it first
|
||||||
|
|
|
||||||
88
tests/game_sim/test_player_turn.cpp
Normal file
88
tests/game_sim/test_player_turn.cpp
Normal file
|
|
@ -0,0 +1,88 @@
|
||||||
|
#include "game/sim/player_turn.h"
|
||||||
|
|
||||||
|
#include "check.h"
|
||||||
|
|
||||||
|
using namespace sots::sim;
|
||||||
|
|
||||||
|
static TuningTable tuning() {
|
||||||
|
TuningTable t;
|
||||||
|
t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR = 3.3;
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void test_snapshot() {
|
||||||
|
// S00 is a plain copy, and the point of the test is that it is a copy of the value
|
||||||
|
// BEFORE the turn, so the identity has to hold for the negative and the saturated cases
|
||||||
|
// too rather than only for the corpus' positive treasuries.
|
||||||
|
CHECK_EQ(SnapshotPreviousTurn(50000), 50000);
|
||||||
|
CHECK_EQ(SnapshotPreviousTurn(0), 0);
|
||||||
|
CHECK_EQ(SnapshotPreviousTurn(-1234), -1234);
|
||||||
|
CHECK_EQ(SnapshotPreviousTurn(2000000000), 2000000000);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The corpus' two real empires, with the max incomes recovered by inverting the `BnkEl` each
|
||||||
|
// save carries. Player 0 is not AI; player 1 is, and its income therefore carries the x1.1.
|
||||||
|
static void test_column_identified_from_the_stored_limit() {
|
||||||
|
const TuningTable t = tuning();
|
||||||
|
|
||||||
|
// turn1-state, player 0 ("re"): stored BnkEl -1,590,613, max income 238,592.
|
||||||
|
DifficultyColumnEvidence e =
|
||||||
|
IdentifyDifficultyColumn(-1590613, 238592, 262451, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::NonAI);
|
||||||
|
CHECK(!e.IsAI());
|
||||||
|
CHECK(e.Reproduced());
|
||||||
|
|
||||||
|
// turn1-state, player 1 ("Fane Lao"): stored -1,811,273, max income 271,691 -- which is
|
||||||
|
// what the AI column produces; the non-AI column would produce 271691 / 1.1.
|
||||||
|
e = IdentifyDifficultyColumn(-1811273, 246992, 271691, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::AI);
|
||||||
|
CHECK(e.IsAI());
|
||||||
|
CHECK(e.Reproduced());
|
||||||
|
}
|
||||||
|
|
||||||
|
static void test_zero_income_is_ambiguous_not_identified() {
|
||||||
|
const TuningTable t = tuning();
|
||||||
|
// Five of the corpus' eight players own nothing. Both columns reproduce the stored zero,
|
||||||
|
// and the honest answer is "the column is unknown and cannot matter" -- not "non-AI".
|
||||||
|
const DifficultyColumnEvidence e = IdentifyDifficultyColumn(0, 0, 0, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::Ambiguous);
|
||||||
|
CHECK(!e.IsAI());
|
||||||
|
CHECK(e.Reproduced());
|
||||||
|
CHECK_EQ(e.nonAiLimit, 0);
|
||||||
|
CHECK_EQ(e.aiLimit, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void test_neither_column_fits_is_unidentified() {
|
||||||
|
const TuningTable t = tuning();
|
||||||
|
// A stored limit no column reproduces means the max-income chain is wrong for this
|
||||||
|
// player, and the caller must abstain rather than pick the nearer of two wrong answers.
|
||||||
|
const DifficultyColumnEvidence e = IdentifyDifficultyColumn(-1000000, 238592, 262451, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::Unidentified);
|
||||||
|
CHECK(!e.IsAI());
|
||||||
|
CHECK(!e.Reproduced());
|
||||||
|
}
|
||||||
|
|
||||||
|
// The identification only works because the two columns are far apart. A tenth of the income
|
||||||
|
// is thousands of units of BnkEl at any empire size that matters, so a truncation can never
|
||||||
|
// make the wrong column fit -- but at a max income of a handful of units they collapse, and
|
||||||
|
// the answer there is Ambiguous, which is correct and is worth pinning.
|
||||||
|
static void test_the_two_columns_collapse_only_at_a_trivial_income() {
|
||||||
|
const TuningTable t = tuning();
|
||||||
|
DifficultyColumnEvidence e = IdentifyDifficultyColumn(-6, 1, 1, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::Ambiguous);
|
||||||
|
|
||||||
|
// one unit apart, and already separable
|
||||||
|
e = IdentifyDifficultyColumn(-133, 20, 22, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::NonAI);
|
||||||
|
e = IdentifyDifficultyColumn(-146, 20, 22, t);
|
||||||
|
CHECK(e.column == DifficultyColumn::AI);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main() {
|
||||||
|
test_snapshot();
|
||||||
|
test_column_identified_from_the_stored_limit();
|
||||||
|
test_zero_income_is_ambiguous_not_identified();
|
||||||
|
test_neither_column_fits_is_unidentified();
|
||||||
|
test_the_two_columns_collapse_only_at_a_trivial_income();
|
||||||
|
return simtest::finish("player_turn");
|
||||||
|
}
|
||||||
Loading…
Add table
Reference in a new issue