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:
alex 2026-09-08 16:34:40 -04:00
parent c852965e0e
commit 26b041106f
11 changed files with 522 additions and 99 deletions

View file

@ -7,15 +7,26 @@ what the remaining leaves actually are. Closing leaves is secondary to the decom
Binary re-measured, not inherited. `sots_turn` built from `main` (`aabd8a3`) in this worktree, Binary re-measured, not inherited. `sots_turn` built from `main` (`aabd8a3`) in this worktree,
`tools/standalone_report.py --binary …`: `tools/standalone_report.py --binary …`:
| pair | baseline | after | closed | regressed | `/Sim/players` share | | run | pair 1 residual | pair 2 residual | `/Sim/players` share |
|---|---:|---:|---:|---:|---:| |---|---:|---:|---:|
| `turn1-state -> turn2-state` | 209 | **128** | 81 | 0 | **54** | | `main` (`aabd8a3`), no options | **128** | **69** | **54 / 24** |
| `turn2-state -> turn3-state` | 108 | **69** | 39 | 0 | **24** | | `main`, `--commit-blocked=T31 --ai-player 1` | 126 | 67 | 52 / 22 |
| pair 1, `--commit-blocked=T31 --ai-player 1` | 209 | 126 | 83 | 0 | 52 | | **this lane**, no options | **126** | **65** | **52 / 20** |
| pair 2, same | 108 | 67 | 41 | 0 | 22 | | this lane, `--data ROOT --commit-blocked=P11 --ai-player 1 --ai-player 2 --ai-player 3` | **122** | **62** | **48 / 17** |
The stale `status.json` breakdown said `/Sim/players` 55. It is **54** on pair 1 and **24** on `closed` / `regressed` on the reference pairs, never netted: this lane closes **2 on pair 1 and
pair 2. 4 on pair 2 with no options at all, and regresses 0**; with a data root, **87 / 0** and **46 /
0** against the 209 and 108 baselines.
Two corrections to the record before anything else:
* The stale `status.json` breakdown said `/Sim/players` 55. It is **54** on pair 1 and **24**
on pair 2.
* **The published 128 / 69 overstates what is unmodelled.** Seven of those leaves belong to a
phase that is already written and only wants the game's data directory — see §3. The metric
harness invokes `sots_turn` with no `--data`, so it measures the engine *plus* that missing
argument. Handing it a root is a one-line harness change worth 4 + 3 leaves today, and more
once the tuning table is wired (§6, PL-3).
--- ---
@ -29,29 +40,35 @@ almost entirely *unmodelled*, not *mismodelled*.
| # | mechanism | pair 1 | pair 2 | rung | blocked on | | # | mechanism | pair 1 | pair 2 | rung | blocked on |
|---|---|---:|---:|---|---| |---|---|---:|---:|---|---|
| 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 | | 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 |
| 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 | | 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 |
| 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 | | 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 |
| 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) | | 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) |
| 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 | | 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 |
| M6 | **`Status`** — 0 → 4 on four of eight players | 4 | 0 | A? | the **predicate** is not identifiable from this corpus (§4) | | M6 | **`Status`** — 0 → 4 on four of eight players | 4 | 0 | A? | the **predicate** is not identifiable from this corpus (§4) |
| M7 | **`PvSav`** — the S00 snapshot, for players M2 does not touch | 0 | 2 | **A** | nothing — closed here | | M7 | **`PvSav`** — the S00 snapshot, for players M2 does not touch | 0 | 2 | **A** | nothing — **closed here** (PL-1) |
| 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 | | 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 |
| | **total** | **54** | **24** | | | | | **total** | **54** | **24** | | |
Per-mechanism evidence is in §2–§5. Per-mechanism evidence is in §2–§4; what this lane closed is §5, the ranked remainder §8.
### Rung split of the block ### Rung split of the block
| | pair 1 | pair 2 | | | pair 1 | pair 2 |
|---|---:|---:| |---|---:|---:|
| Rung B (needs the AI's own orders) | 42 | 14 | | Rung B (needs the AI's own orders): M1, M2, M3, half of M4, M8 | 44 | 15 |
| Rung A, implemented, gated on a **game-data root** (`--data`) | 6 | 5 | | Rung A, implemented, gated on a **game-data root** (`--data`): half of M4 | 4 | 3 |
| Rung A, closable, no blocker | 2 | 5 | | Rung A, closed by this lane: `BnkEl` ×2, `PvSav` | 2 | 4 |
| not identifiable from the corpus (`Status`) | 4 | 0 | | Rung A, blocked on a named unread/unwired thing: `BnkPr` | 2 | 2 |
| not identifiable from the corpus: `Status` | 2 | 0 |
**Three quarters of the `/Sim/players` residual is Rung B**, and it all hangs off two AI (`Status` is 4 leaves in the block, but two of them — players 496 and 512 — are on shadow
decisions on one player: pick a research target, and queue one destroyer. The Rung-A part is empires that also have M1 leaves; the row above counts each leaf once, under the *first*
small, and most of it is *already written* — it needs the harness to be handed the game's data mechanism that has to land. `Status` for the human and for the AI empire is the irreducible
pair.)
**Four fifths of the `/Sim/players` residual is Rung B**, and it all hangs off two decisions by
one AI player: pick a research target, and queue one destroyer. The Rung-A part is small, and
most of what is left of it is *already written* — it needs the harness handed the game's data
directory, not more reverse engineering. directory, not more reverse engineering.
--- ---
@ -83,8 +100,8 @@ Measured, from the state-checksum tree over the three saves:
worth recording before anyone models T34 from the pair-1 numbers alone. worth recording before anyone models T34 from the pair-1 numbers alone.
None of this is closable without `game/ai`. It is listed here so the next lane does not None of this is closable without `game/ai`. It is listed here so the next lane does not
re-derive it: **42 of the 54 leaves on pair 1 are one AI player's research pick and one re-derive it: **36 of the 54 leaves on pair 1 are one AI player's research pick and one
destroyer.** destroyer**, and four more are the events those two decisions post.
## 3. M4 — events ## 3. M4 — events
@ -108,7 +125,7 @@ at all.
The trouble is that the two sets are **perfectly correlated with species**: the four that take The trouble is that the two sets are **perfectly correlated with species**: the four that take
the 4 are species 0 and 2, the four that do not are all species 4. Sweeping every scalar field the 4 are species 0 and 2, the four that do not are all species 4. Sweeping every scalar field
of the player record on `turn1-state`, **fourteen** of them split the roster exactly the same of the player record on `turn1-state`, this many of them split the roster exactly the same
way — `ReqCL`, `AMine`, `CnTrd`, `CnVItl`, `cdp`, `hadvs`, `harcc`, `hgs`, `PvMA`, `CstE`, way — `ReqCL`, `AMine`, `CnTrd`, `CnVItl`, `cdp`, `hadvs`, `harcc`, `hgs`, `PvMA`, `CstE`,
`CstR`, `CstT`, `MinRate`, `MaxOH`, `NPTrk`, `PrGtTrf`, `TerraMod`, `pddm` — eighteen of them. `CstR`, `CstT`, `MinRate`, `MaxOH`, `NPTrk`, `PrGtTrf`, `TerraMod`, `pddm` — eighteen of them.
Any one of them "fits". Only two corpus saves carry a non-zero `Status` at all, so there is one observation of one Any one of them "fits". Only two corpus saves carry a non-zero `Status` at all, so there is one observation of one
@ -123,11 +140,30 @@ must submit for this player" — but it is a hypothesis with a workload attached
`OnMessage+0xa15`, capturing the player index on every call for one turn. It names the set `OnMessage+0xa15`, capturing the player index on every call for one turn. It names the set
directly and costs one VM session. Instrument the *entry*, not the count. directly and costs one VM session. Instrument the *entry*, not the count.
## 5. What this lane changed ## 5. What this lane changed — measured
See the prediction block below; measured results follow it. Predictions are in §6, written and committed before the build (`c852965`). All three held; the
one thing that came out differently is recorded in §7 rather than quietly corrected.
--- | change | pair 1 closed | pair 2 closed | regressed | leaves |
|---|---:|---:|---:|---|
| **PL-1** S00 stamps `PvSav` from `Sav` | 0 | 2 | 0 | `Player[16]/PvSav`, `Player[576]/PvSav` |
| **PL-2** T31 recovers its difficulty column from the input save | 2 | 2 | 0 | `Player[16]/BnkEl`, `Player[32]/BnkEl` on both pairs |
| **PL-3** the protection factor is narrowed to float32 | 0 | 0 | 0 | none on this corpus, by construction |
| total | **2** | **4** | **0** | |
Independently of the leaf count, PL-2 turns T31's self-check into a real one. It used to report
"BnkEl reproduced for 6 of 8" on `turn1-state` **regardless of the AI roster**, because it was
comparing its *post-turn* computation against the *pre-turn* stored value — so the only players
it could ever "reproduce" were the six whose limit does not move at all. That is thin coverage
of exactly the shape rule 15 describes, and the phase's own catalog text claimed "8 of 8 with
the AI flag supplied", which the binary never printed. The check is now taken at load, against
the colony state the save was written from, and it passes **for every live player of all eleven
corpus saves** — 7/7 or 8/8 on each. The whole max-income chain is now verified on eleven saves
instead of two.
The column identification resolves to **1 AI and 1 non-AI on every one of the eleven saves**,
with the rest ambiguous, and needs no `--ai-player`.
## 6. Predictions, written before the build (rule 2) ## 6. Predictions, written before the build (rule 2)
@ -208,3 +244,56 @@ report it as thin coverage, not as verified.
**Falsification.** If the factor were a `double` in the image the opcode would be `DC /1`, not **Falsification.** If the factor were a `double` in the image the opcode would be `DC /1`, not
`D8 /1`. If some *other* call site multiplies the same global as a qword, the storage is a `D8 /1`. If some *other* call site multiplies the same global as a qword, the storage is a
double and this is wrong; the check is a cross-reference sweep on `0x00aedfdc`. double and this is wrong; the check is a cross-reference sweep on `0x00aedfdc`.
---
## 7. Where the predictions were wrong
**"Ambiguous" is not a synonym for "owns nothing."** PL-2 predicted the ambiguous bucket would
be the five players with no colonies. It is six, and the extra one is `Player[576] "Independent
Colony"`, which owns a system and carries a non-zero `BnkEl` of −665,806. The reason is in the
difficulty table itself: the AI row is selected by `isAI && !npc`, and player 576 is an NPC, so
both columns hand it the same row. The note the phase prints and the header comment in
`game/sim/player_turn.h` were both corrected to say so — an ambiguous player is one where the
two columns *agree*, which happens for two different reasons.
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.

View file

@ -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, ""},

View file

@ -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);
} }

View file

@ -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)

View file

@ -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;
} }

View file

@ -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

View 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

View 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

View file

@ -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})

View file

@ -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

View 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");
}