PL: decompose the /Sim/players residual; S00 PvSav snapshot; T31 recovers its difficulty column from the save; the bankruptcy protection factor is a widened float
Closed 2 on the reference pair and 4 on pair 2, regressed 0, with no operator input. Measured, both pairs, never netted. - S00 stamps PvSav from Sav on every live player, before any phase can move it. 0 closed on pair 1 (a no-op there), 2 on pair 2. - T31 recovers the per-player difficulty column by recomputing BnkEl from the colony state the input save was written from and comparing against the BnkEl the save carries. That removes the --ai-player flag as a blocker and turns the phase's self-check into a real one: it used to compare its POST-turn result against the PRE-turn stored value, so its 6-of-8 only ever covered the six players whose limit does not move. The load-time check passes for every live player of all eleven corpus saves. T31 Blocked -> Partial; BnkPr still needs the tuning constant. - BANKRUPTCY_PROTECTION_LIMIT_FACTOR is multiplied in as fmul dword ptr, so it is a float32 in the image; the engine narrows it now. Zero leaves move on this corpus -- all seven of its BnkPr records land where the two constants agree -- and three hand-written test expectations moved (rule 23). docs/PL-players-residual.md carries the decomposition, the predictions written before the build, where they were wrong, and the ranked remainder.
This commit is contained in:
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11 changed files with 522 additions and 99 deletions
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@ -7,15 +7,26 @@ what the remaining leaves actually are. Closing leaves is secondary to the decom
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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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| pair | baseline | after | closed | regressed | `/Sim/players` share |
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|---|---:|---:|---:|---:|---:|
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| `turn1-state -> turn2-state` | 209 | **128** | 81 | 0 | **54** |
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| `turn2-state -> turn3-state` | 108 | **69** | 39 | 0 | **24** |
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| pair 1, `--commit-blocked=T31 --ai-player 1` | 209 | 126 | 83 | 0 | 52 |
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| pair 2, same | 108 | 67 | 41 | 0 | 22 |
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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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The stale `status.json` breakdown said `/Sim/players` 55. It is **54** on pair 1 and **24** on
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pair 2.
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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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@ -29,29 +40,35 @@ 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` | 17 | 8 | **B** | lane B6: no build order exists at load |
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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`: T31 is implemented and blocked on an operator flag. `BnkPr`: needs one tuning constant from the data files |
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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 |
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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–§5.
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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) | 42 | 14 |
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| Rung A, implemented, gated on a **game-data root** (`--data`) | 6 | 5 |
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| Rung A, closable, no blocker | 2 | 5 |
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| not identifiable from the corpus (`Status`) | 4 | 0 |
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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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**Three quarters of the `/Sim/players` residual is Rung B**, and it all hangs off two AI
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decisions on one player: pick a research target, and queue one destroyer. The Rung-A part is
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small, and most of it is *already written* — it needs the harness to be handed the game's data
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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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@ -83,8 +100,8 @@ Measured, from the state-checksum tree over the three saves:
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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: **42 of the 54 leaves on pair 1 are one AI player's research pick and one
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destroyer.**
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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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@ -108,7 +125,7 @@ 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`, **fourteen** of them split the roster exactly the same
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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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@ -123,11 +140,30 @@ must submit for this player" — but it is a hypothesis with a workload attached
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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
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## 5. What this lane changed — measured
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See the prediction block below; measured results follow it.
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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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---
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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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@ -208,3 +244,56 @@ 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,
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and had the identification been wrong about it the commit would have regressed that leaf.
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It did not; 576's post-turn max income reproduces the same −665,806.
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Falsification (a) and (c) did not fire: no player of any corpus save came out `Unidentified`,
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and no leaf regressed on either pair.
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---
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**The float/double disagreement rate is 10%, not "roughly 1.1%".** PL-3 estimated the rate from
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the size of the gap (`3.3 - (double)3.3f` is 4.768e-8, which at a max income of 240,000 is about
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0.011 of a unit, so ~1.1% of values should straddle an integer). Measured over every integer max
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income from 230,000 to 250,000: **2,000 of 20,000 disagree — exactly 10%, and exactly the
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multiples of ten.** The estimate was wrong because it assumed the products are uniformly
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distributed against the integer grid and they are not: `3.3 x 10k` is an exact integer in
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decimal for every k, so the decimal lands *on* the boundary at every tenth value and the
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image's float lands just below it. The first disagreement is at `maxIncome = 10`
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(33.0 against 32.99999952), not somewhere out in the hundreds of thousands.
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That makes the fix meaningfully larger than predicted and the corpus' silence about it
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correspondingly more suspicious: seven records, none of them a multiple of ten.
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---
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## 8. The ranked remainder
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Ranked by leaves per unit of effort, both pairs summed, with the blocker named. Nothing here is
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"more analysis of `/Sim/players`" — every row is a named thing somewhere else.
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| rank | item | leaves (p1 + p2) | effort | what it needs |
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|---|---|---:|---|---|
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| 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 |
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| 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 |
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| 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) |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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**What is NOT on this list, deliberately:** more decomposition of `/Sim/players`. The block is
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now fully attributed — every one of the 54 and 24 leaves belongs to a row above.
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@ -57,8 +57,14 @@ constexpr PhaseDesc kHost[] = {
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constexpr PhaseDesc kStrategic[] = {
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{Driver::Strategic, 0, "S00", "SnapshotPreviousTurn", PhaseStatus::Partial,
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"bumps the modification counter; the previous-turn shadow-word snapshot is not modelled "
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"(the shadow words are not all identified on the wire)"},
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"bumps the modification counter and stamps PvSav from Sav on every live player -- the "
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"treasury's previous-turn shadow, taken before any phase of the turn can move it, which "
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"is what makes the tail's Sav-PvSav the turn's own net. Measured on the reference pairs: "
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"0 closed on turn1->turn2 (the snapshot is a no-op there, every treasury is untouched) "
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"and 2 closed on turn2->turn3, 0 regressed on both. It is short by exactly 11,900 on the "
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"one AI empire, whose queued build order is deducted before this phase and exists nowhere "
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"in the input file (Rung B). The REST of the shadow words are still not modelled: they "
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"are not all identified on the wire"},
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{Driver::Strategic, 1, "S01", "SystemPrePassMoraleAndAbandon", PhaseStatus::Stub,
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"per-system morale event + the abandon/chaos check below the minimum chaos population"},
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{Driver::Strategic, 2, "S02", "TradeManagerTurn", PhaseStatus::Stub,
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@ -268,18 +274,24 @@ constexpr PhaseDesc kTail[] = {
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{Driver::Tail, 28, "T28", "UpdateNodeLineSightingMasks", PhaseStatus::Stub, ""},
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{Driver::Tail, 29, "T29", "AbortInvisibleInterceptOrders", PhaseStatus::Stub, ""},
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{Driver::Tail, 30, "T30", "RebuildCommunicationMasks", PhaseStatus::Stub, ""},
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{Driver::Tail, 31, "T31", "UpdateBankruptcyLimits", PhaseStatus::Blocked,
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"the whole chain is now modelled: sum over owned, non-abandoned systems of "
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"max(ComputeMaxIncome, 0), and the phase self-checks it every run against the BnkEl the "
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"input save already carries -- 8 of 8 players on turn1-state with the AI flag supplied. "
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"Two things keep it blocked and neither is the formula. First, `ServerPlayer+0xf9` (is "
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"this player AI?) is a game-setup input the save does not carry, and it selects a "
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"difficulty column worth x1.1 on an AI empire; --ai-player N supplies it. Second, BnkPr "
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"needs BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data files, so it is offered only "
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"with a tuning table loaded. It used to close NOTHING because the limits move with the "
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"CIVILIAN population and that growth was not committed; now that S11 commits it, measured "
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"with --commit-blocked=T31 --ai-player 1: 2 closed, 0 regressed on EACH reference pair "
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"-- BnkEl for the human and for the AI. BnkPr still needs the tuning factor"},
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{Driver::Tail, 31, "T31", "UpdateBankruptcyLimits", PhaseStatus::Partial,
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"BnkEl is modelled and committed; BnkPr is not. The chain is the sum over owned, "
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"non-abandoned systems of max(ComputeMaxIncome, 0). CORRECTION (lane PL): this phase used "
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"to claim it self-checked against the BnkEl the input save carries, and it did not -- it "
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"compared its POST-turn computation against the PRE-turn stored value, so the only "
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"players it could ever 'reproduce' were the six whose limit does not move, and its "
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"6-of-8 was thin coverage of exactly the shape rule 15 describes. The check is now taken "
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"at LOAD, from the colony state the save was written from, and it passes 8 of 8 on the "
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"reference saves and for every live player of all 11 corpus saves. That same check "
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"replaces the operator flag: `ServerPlayer+0xf9` (is this player AI?) is not on the wire, "
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"but it is worth 10% of the max income and BnkEl has a 6.67x slope, so recomputing the "
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"stored limit under both difficulty columns identifies which one was used -- 1 AI and 1 "
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"non-AI on every corpus save, the rest ambiguous because both columns agree there (zero "
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"income, or an NPC, whose row is gated on `isAI && !npc`). A player neither column "
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"reproduces abstains and keeps its pass-through leaf. Measured with NO operator input: 2 "
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"closed, 0 regressed on EACH reference pair. What is left is BnkPr, which needs "
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"BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data files -- it is read `fmul dword ptr`, "
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"so it is a float32 in the image and the engine now narrows it (rule 23)"},
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{Driver::Tail, 32, "T32", "PostIncomingFleetWarnings", PhaseStatus::Stub, ""},
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{Driver::Tail, 33, "T33", "ShipManagerEndOfTurnHooks", PhaseStatus::Stub, ""},
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{Driver::Tail, 34, "T34", "RecordObservedDesigns", PhaseStatus::Stub, ""},
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195
src/app/turn.cpp
195
src/app/turn.cpp
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@ -18,6 +18,7 @@
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#include "game/sim/colony.h"
|
||||
#include "game/sim/economy.h"
|
||||
#include "game/sim/numeric.h"
|
||||
#include "game/sim/player_turn.h"
|
||||
#include "game/sim/rng.h"
|
||||
#include "game/sim/tuning.h"
|
||||
|
||||
|
|
@ -584,81 +585,151 @@ std::vector<PlayerBudgetFeed> BuildBudgetFeeds(const SaveGame& game, const TurnO
|
|||
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;
|
||||
ctx.serverIncomeMod = game.sim.incMod;
|
||||
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<const Sys*> byId;
|
||||
std::vector<std::int32_t> ids;
|
||||
for (const auto& e : game.sim.systems) {
|
||||
ids.push_back(e.sysID);
|
||||
byId.push_back(&e.sys);
|
||||
std::vector<sim::DifficultyColumnEvidence> out;
|
||||
out.reserve(game.sim.players.size());
|
||||
for (const auto& pe : game.sim.players) {
|
||||
const Player& p = pe.player;
|
||||
out.push_back(sim::IdentifyDifficultyColumn(
|
||||
p.bnkEl, PlayerMaxIncome(p, false, index, ctx),
|
||||
PlayerMaxIncome(p, true, index, ctx), ctx.tuning));
|
||||
}
|
||||
const auto find = [&](std::int32_t id) -> const Sys* {
|
||||
for (std::size_t i = 0; i < ids.size(); ++i)
|
||||
if (ids[i] == id) return byId[i];
|
||||
return nullptr;
|
||||
};
|
||||
return out;
|
||||
}
|
||||
|
||||
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;
|
||||
for (auto& pe : game.sim.players) {
|
||||
Player& p = pe.player;
|
||||
for (std::size_t i = 0; i < game.sim.players.size(); ++i) {
|
||||
Player& p = game.sim.players[i].player;
|
||||
if (p.elim) continue;
|
||||
++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;
|
||||
if (lim.eliminationFloor == p.bnkEl) {
|
||||
++matches;
|
||||
} else if (firstMiss.empty()) {
|
||||
firstMiss = fmt("player %d: BnkEl ours %d, save %d (maxIncome %d)", p.plyrIdx,
|
||||
lim.eliminationFloor, p.bnkEl, maxIncome);
|
||||
|
||||
// The column, from this player's own record where the save could settle it, and from
|
||||
// the operator's roster only where it could not.
|
||||
const sim::DifficultyColumnEvidence ev =
|
||||
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;
|
||||
|
||||
// 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.
|
||||
// It is therefore only offered when the table is loaded.
|
||||
int would = lim.eliminationFloor != p.bnkEl ? 1 : 0;
|
||||
const bool prModelled = opt.haveTuning;
|
||||
int would = lim.eliminationFloor != p.bnkEl ? 1 : 0;
|
||||
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;
|
||||
p.bnkEl = lim.eliminationFloor;
|
||||
if (prModelled) p.bnkPr = lim.protectionLimit;
|
||||
rec.committed = true;
|
||||
if (would) rec.committed = true;
|
||||
} else {
|
||||
rec.wouldWrite += would;
|
||||
}
|
||||
}
|
||||
rec.notes.push_back(fmt("%d player(s); BnkEl reproduced for %d of %d from the input save's "
|
||||
"own colony state",
|
||||
players, matches, compared));
|
||||
rec.notes.push_back(fmt("%d player(s); the input save's own BnkEl was reproduced for %d "
|
||||
"of %d from the colony state it carries",
|
||||
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 (dangling) rec.notes.push_back(fmt("%d owned-system id(s) absent from the system table",
|
||||
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
|
||||
// tuning table loaded the protection limit is not modelled even though BnkEl is.
|
||||
if (!opt.haveTuning)
|
||||
|
|
@ -890,6 +961,12 @@ TurnResult RunStrategicTurn(SaveGame& game, const TurnOptions& opt) {
|
|||
const TurnRecordAudit recordAudit =
|
||||
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
|
||||
// string table, which arrives with the data root or not at all.
|
||||
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 "
|
||||
"writers spread across both drivers; only this one is "
|
||||
"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;
|
||||
}
|
||||
case 4: { // S04 RebuildAllianceMasks
|
||||
|
|
@ -1231,7 +1328,7 @@ TurnResult RunStrategicTurn(SaveGame& game, const TurnOptions& opt) {
|
|||
rec.committed = v.leafWrites > 0;
|
||||
rec.notes = v.notes;
|
||||
} else if (tp[i].index == 31) {
|
||||
RunUpdateBankruptcyLimits(game, opt, rec);
|
||||
RunUpdateBankruptcyLimits(game, opt, rec, difficultyColumns);
|
||||
} else if (tp[i].index == 36) {
|
||||
RunFinalizeTurnRecords(game, opt, rec, recordAudit, allianceMasks);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,8 @@ add_library(sots_game_sim STATIC
|
|||
colony.cpp
|
||||
movement.cpp
|
||||
visibility.cpp
|
||||
techgraph.cpp)
|
||||
techgraph.cpp
|
||||
player_turn.cpp)
|
||||
target_include_directories(sots_game_sim PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/../..)
|
||||
target_compile_features(sots_game_sim PUBLIC cxx_std_17)
|
||||
if(NOT MSVC)
|
||||
|
|
@ -19,7 +20,7 @@ endif()
|
|||
option(SOTS_GAME_SIM_TESTS "Build the game/sim unit tests" OFF)
|
||||
if(SOTS_GAME_SIM_TESTS)
|
||||
enable_testing()
|
||||
set(_sim_tests economy research colony movement techgraph visibility construction)
|
||||
set(_sim_tests economy research colony movement techgraph visibility construction player_turn)
|
||||
foreach(_t IN LISTS _sim_tests)
|
||||
add_executable(game_sim_test_${_t} ${CMAKE_CURRENT_SOURCE_DIR}/../../../tests/game_sim/test_${_t}.cpp)
|
||||
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
||||
|
|
|
|||
|
|
@ -192,7 +192,21 @@ BankruptcyLimits ComputeBankruptcyLimits(int maxIncome, const TuningTable& t) {
|
|||
std::max(Ftol(static_cast<double>(maxIncome) / kBankruptcyInterestDivisor),
|
||||
-kTreasuryLimit);
|
||||
// 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);
|
||||
return l;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -211,7 +211,11 @@ struct BankruptcyLimits {
|
|||
// Limits from the sum of every owned system's maximum money output:
|
||||
// eliminationFloor = max(ftol(maxIncome / kBankruptcyInterestDivisor), -2e9)
|
||||
// (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
|
||||
// (and on load); the caller keeps them on the player.
|
||||
// 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).
|
||||
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_${_t}.cpp)
|
||||
target_link_libraries(game_sim_test_${_t} PRIVATE sots_game_sim)
|
||||
target_include_directories(game_sim_test_${_t} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
|
|
|
|||
|
|
@ -303,19 +303,33 @@ static void test_bankruptcy() {
|
|||
TuningTable t;
|
||||
t.BANKRUPTCY_PROTECTION_LIMIT_FACTOR = 3.3;
|
||||
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);
|
||||
CHECK_EQ(l.eliminationFloor, -6666);
|
||||
CHECK_EQ(l.protectionLimit, -3300);
|
||||
CHECK_EQ(l.protectionLimit, -3299);
|
||||
CHECK_EQ(BankruptcyLevel(-6667, l), 2);
|
||||
CHECK_EQ(BankruptcyLevel(-6666, l), 1);
|
||||
CHECK_EQ(BankruptcyLevel(-3301, l), 1);
|
||||
CHECK_EQ(BankruptcyLevel(-3300, l), 0);
|
||||
CHECK_EQ(BankruptcyLevel(-3300, l), 1);
|
||||
CHECK_EQ(BankruptcyLevel(-3299, l), 0);
|
||||
CHECK_EQ(BankruptcyLevel(0, l), 0);
|
||||
|
||||
l = ComputeBankruptcyLimits(100, t);
|
||||
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
|
||||
TuningTable big = t;
|
||||
|
|
@ -327,7 +341,7 @@ static void test_bankruptcy() {
|
|||
// huge income: the floor saturates at the treasury limit
|
||||
l = ComputeBankruptcyLimits(400000000, t);
|
||||
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
|
||||
// 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