sots-engine/docs/B6-ship-construction.md
lane-b6 db3909bcd4 docs: B6 measured -- prediction held, closed 0 regressed 0 on both reference pairs
209 -> 158 (closed 51, regressed 0) and 108 -> 87 (closed 21, regressed 0), identical to the
pre-lane baseline, measured on CT111. Falsification hypotheses 1 and 2 refuted by measurement
(three empty BQ frames per reference save, every hbq false, the one command block empty);
hypothesis 3 refuted by the corpus oracle; hypothesis 4 stands as a labelled hypothesis.

construction.h also carries the ship/fleet birth shape as read but NOT implemented, with the
reason stated: the newborn hull copies four cached stat words the engine does not yet compute.
2026-09-08 14:54:21 -04:00

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B6 — ship construction: the build queue, and where the missing destroyer actually comes from

Lane B6. Branch wip/build off main 0f1c007.

This file was written and committed before the code (earned rule 2). Section 1 is the prediction as first written; section 2 is the falsification list; sections 3 onward are filled in after the measurement and correct section 1 in place where it was wrong.


1. Prediction, written before the build

The brief's target is hist[*]/stats[*]/shpt[0] on both reference pairs — the archived ship census is one destroyer higher than ours, and lane E2 concluded that no phase we run builds a ship. That conclusion is right. The inference drawn from it — that S11's build-queue sub-pass is what closes it — is wrong, and this lane predicts the pass closes nothing:

Both reference pairs: closed 0, regressed 0.

turn1-state.sav and turn2-state.sav each carry exactly three BQ frames (one per owned system: players 16, 32 and 576), and every one of them holds zero orders. Every hbq in both files is false, so there is no ship-borne BQ2 queue either. The only TurnCommands_v5 block belongs to player 16 and is the byte-identical empty one. So at the moment the standalone loads either save, the whole game contains no build order at all, and a faithful build-queue pass has nothing to advance.

The destroyer the archive counts is created inside the turn: on the reference pair the owner is player 32 ("Fane Lao"), an AI, and the same turn shows NumDes 5 → 6 (a design the AI designed during the turn), FNG/FNGNum 0 → 1 (a fleet named), Maint 0 → 500, ShipRecs/srb[0] 0 → 1 and a new ShipRecs design record, with NMnx 106 → 109 — three ids issued in the order design(107), ship(108), fleet(109). The order that fed the queue was issued by the AI and consumed in the same turn.

shpt[0] is blocked on AI order generation (game/ai, Rung B), not on S11. This lane moves the blocker; it does not close the leaf.

What this lane does deliver, and what it is worth:

  • the build-queue advance read byte for byte from Game::BuildQueue::ProcessTurn (0x00890d50, real end 0x00891240 — Ghidra says 1230 bytes, the body runs 1264), which independently confirms lane B4's sim::ProcessBuildQueue and finds one divergence in it (§4, "What changed in the engine");
  • the ShipRecords update the pass performs, whose per-class counter has exactly one writer in the whole image;
  • the pass wired into the standalone's S11 as its own reported sub-pass;
  • a real oracle for the pass that the campaign already owns and had not noticed: zuul-turn16-noderoute.sav → zuul-turn17-rollpending.sav is a genuine consecutive-turn pair (frames 16 and 17) in which six orders complete and one is partially advanced across two systems (§3, "The corpus oracle").

2. How this prediction could be wrong, and the symptom of each way

  1. A build order exists somewhere I did not look. The reader types unknown regions as raw; a queue hidden inside one would not show up in a tag scan. Symptom: the standalone reports a non-zero order count on a reference pair, and closed is not 0.
  2. The order is created before the spine rather than during it. If the AI's orders were applied at load time by something the standalone also runs, the queue would be non-empty by S11 and the pass would build. Symptom: same as (1). (The measured PvSav says otherwise: Fane Lao's savings are 50,000 in the input file and the previous-turn snapshot in the output file is 38,100, so 11,900 left the treasury between the save and phase 0 — the queue-time deduction of a build order the file does not contain.)
  3. The FIFO + stop-at-the-first-short-order model is wrong. Symptom: on the zuul-turn16 → zuul-turn17 pair there is no single non-negative integer point total per system that turns the observed before-queue into the observed after-queue. This is a real test: a per-order point budget, a non-FIFO order, or a "skip and continue" rule instead of "stop" each fail it.
  4. The points <= 0 gate on the removal sweep is wrong. Unobservable in this corpus and therefore carried as a labelled hypothesis, not a result.
  5. shpt is not the fleet walk. If the census leaf were fed by ShipRecs rather than by walking fleets, the fix would be different. Lane E2 already falsifies this: the fleet walk reproduces 480/480 archived census leaves.

3. Measured

Built on CT111 (/srv/re-lab/build/sots-engine-b6), report run there with tools/standalone_report.py --binary …. Host gates run separately, never &&-chained.

pair baseline after closed regressed
turn1-state.sav → turn2-state.sav 209 158 51 0
turn2-state.sav → turn3-state.sav 108 87 21 0

Identical to the pre-lane baseline, which is the prediction holding: this lane closed 0 and regressed 0. regressedPaths is empty on both pairs.

The prediction's own numbers, checked one by one:

  • three BQ frames per reference save (systems owned by players 16, 32 and 576), 0 orders in all three, on both sides of both pairs — the standalone now prints this on its own line;
  • every hbq in turn1/2/3-state.sav is false (15, 16 and 17 of them), so 0 ship-borne orders;
  • the four CDT ids are Player.00000016.TurnCommands_v5 plus three AIAgent blobs, and the one command block is the 36-node empty one.

Falsification hypotheses 1 and 2 are therefore both refuted by measurement rather than by argument, and hypothesis 3 is refuted by the corpus oracle below. Hypothesis 4 stands as a labelled hypothesis; hypothesis 5 was already refuted by lane E2.

What the pass does on the saves that are not the reference pair

sots_turn <save> --phases now prints a build queue: line under S11 on every save:

save queues pending orders demand (points)
turn1/2/3-state.sav 3 0 0
human-turn2-orders.sav 20 0 0
zuul-turn5-species5.sav 4 4 7,120
zuul-turn16-noderoute.sav 4 7 12,099
zuul-turn17-orders2.sav 4 2 5,109
zuul-turn23-fleet23.sav 4 1 370

Five of eleven saves exercise the pass the moment points exist. Nothing is committed: an order that advanced with no ship behind it leaves a state the game never produces.

The corpus oracle, which the campaign already owned

zuul-turn16-noderoute.sav (frame 16) → zuul-turn17-rollpending.sav (frame 17) is a real consecutive-turn pair. Two systems, six completions, one partial advance:

system owner before (desID:conleft) after solved points
384 16 608:1753, 576:1860, 576:1860 576:1291 4182
80 32 114:959, 114:1889 ×3 (+816:6974 appended in-turn) 816:3818 9782

test_construction.cpp does not assume those totals — it searches 0..200,000 and asserts a solution exists and is unique. A per-order budget, a non-FIFO drain, or skip-instead-of-stop each make the search come back empty. The completions then reproduce the ShipRecs deltas the same two files carry (class-0 srb 2→4 and 53→57; design 608 2→3; a new record for 576; design 114 18→22; design 816 unchanged because its order did not finish).

4. What changed in the engine

  • game/sim/construction.{h,cpp} — ShipRecords and the completion bookkeeping. The per-class built counter's indexed increment has exactly one writer in the whole image (an image-wide byte scan for the form at that displacement returns one site, inside this pass), so a hull on the wire with that counter bumped came through the build queue and nothing else — the encounter spawner that also creates ships touches no ShipRecords. RunSystemConstruction wraps the point pass and keeps each completion's design id.
  • game/sim/colony.{h,cpp} — one corrected rule: with points <= 0 the original skips the removal sweep as well, because the entry test branches to the epilogue. Carried as a labelled hypothesis; no corpus save can reach the state that shows it, and the workload that would is named in the header.
  • app/construction_phase.{h,cpp} — S11's build-queue sub-pass, reported on its own line.
  • app/phase_catalog.cpp — S11's blurb no longer calls the build queue the input boundary for the census leaf.

5. What this lane did NOT do, said plainly

  • It did not close shpt[0], and no build-queue work can. The blocker moves to game/ai.
  • It did not model the ship or the fleet at birth in code. The chain is read end to end and written up in the RE repo (findings/subsystems/ship-construction.md §4): StarShip is 0xb0 bytes, its id comes from the object-id allocator and lands in +0x04, FltID is born NULL; the hull joins its system's cached home fleet (ServerSystem+0x238) and a fleet is created only when that slot is empty; every fleet born that way gets FtFlg |= 0x400 — which corrects lane B5, that bit is not a retreat marker. It is not implemented because the newborn hull's stats are copied from design words the engine does not yet compute, and because no save exercises the path with an oracle behind it.
  • The money charge has never fired. No design in the corpus costs money, so the slot-9 refusal path is read from the bytes and never observed.
  • srl, srk, sri carry no model. Losses and kills are zero in all eleven saves.