13 KiB
PL — decomposing the /Sim/players residual
Every lane so far attacked a named subsystem and reported which leaves fell out. This one runs the other way: start from the residual the metric reports, group it by mechanism, and say what the remaining leaves actually are. Closing leaves is secondary to the decomposition.
Binary re-measured, not inherited. sots_turn built from main (aabd8a3) in this worktree,
tools/standalone_report.py --binary …:
| pair | baseline | after | closed | regressed | /Sim/players share |
|---|---|---|---|---|---|
turn1-state -> turn2-state |
209 | 128 | 81 | 0 | 54 |
turn2-state -> turn3-state |
108 | 69 | 39 | 0 | 24 |
pair 1, --commit-blocked=T31 --ai-player 1 |
209 | 126 | 83 | 0 | 52 |
| pair 2, same | 108 | 67 | 41 | 0 | 22 |
The stale status.json breakdown said /Sim/players 55. It is 54 on pair 1 and 24 on
pair 2.
1. The decomposition
The first fact, and the one that reframes the rest: 53 of the 54 leaves on pair 1 and 23 of
the 24 on pair 2 are values our turn writes back unchanged from the input save. Only one leaf
in the whole block — player 32's Sav — is a number we computed and got wrong. The residual is
almost entirely unmodelled, not mismodelled.
| # | 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
Per-mechanism evidence is in §2–§5.
Rung split of the block
| pair 1 | pair 2 | |
|---|---|---|
| Rung B (needs the AI's own orders) | 42 | 14 |
Rung A, implemented, gated on a game-data root (--data) |
6 | 5 |
| Rung A, closable, no blocker | 2 | 5 |
not identifiable from the corpus (Status) |
4 | 0 |
Three quarters of the /Sim/players residual is Rung B, and it all hangs off two AI
decisions on one player: pick a research target, and queue one destroyer. The Rung-A part is
small, and most of it is already written — it needs the harness to be handed the game's data
directory, not more reverse engineering.
2. M1 / M2 / M3 — the three faces of one AI turn (Rung B)
Player 32 "Fane Lao" is the only AI empire that owns colonies, and it does two things in the turn that our engine cannot: it assigns research, and it builds a ship. Everything in M1, M2 and M3 is a consequence.
Measured, from the state-checksum tree over the three saves:
ResTNm''→IND_WaldoandResRate0.25→0.800000011920929— the AI's own order. The two "Singularity" shadow empires do the same (DRV_PlsFiss,BIO_GnMod), and theirResErrRollflipsFalse→True.St[106]2 → 3 andTResDone[106]0 → 2879 → 5768 then follow from the allocation.PvSav50,000 → 38,100 and again 92,651 → 80,751: 11,900 leaves the treasury before the first spine phase on both turns. That is lane B6's queue-time deduction of a build order the input file does not contain, and it is why player 32'sPvSavdoes not close in §5.- The new design is
Des[18 "Honor Lance"], and the observation records name it exactly:odes/.[1]holdsodid=18, opid=32— the AI observes its own new design.owep/.[1]isbal_gauss, that design's weapon, and the threeotchentries whoseotnLmoves from 1 to 2 areDRV_Fissn,WEP_GsDrvr,DRV_Hyper— that design's technologies. So T34RecordObservedDesignsis not an intel pass over enemy fleets at all on this workload; it is a self-registration triggered by design creation. - On pair 2 the same design is built again (
srb[0]1→2, anotherEVENT_SHIPS_BUILT), and this timeodes/.[1]/otnLmoves 2→3 while theotchentries stay at 2.odesis re-stamped on build;otchis re-stamped on design creation. One workload, two different refresh rules — 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
re-derive it: 42 of the 54 leaves on pair 1 are one AI player's research pick and one
destroyer.
3. M4 — events
The corpus posts exactly two events on pair 1 and three on pair 2, and the split is clean:
| player | event | rung |
|---|---|---|
| 0 (human) | EVENT_NO_RESEARCH, every turn |
A — P11 implements it; blocked on the string table |
| 1 (AI) | EVENT_SHIPS_BUILT (both turns), EVENT_RESEARCH_OVERBUDGET (turn 3) |
B — M2 and M1 |
P11's own note is precise about it: "4 event(s) NOT posted: no string table." Lane EV measured
--commit-blocked=P11 --data ROOT --ai-player 1 --ai-player 2 --ai-player 3 at 4 closed on
pair 1, 3 on pair 2, 0 regressed. Those leaves are in today's residual only because
tools/standalone_report.py invokes the binary with no --data root.
4. M6 — Status, and why it is not identifiable here
Status goes 0 → 4 on turn 1→2 for players 16, 32, 496 and 512, and stays 0 for 528, 544, 560
and 576. It then stays 4 on turn 2→3, which is why the leaf does not appear in pair 2's residual
at all.
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
of the player record on turn1-state, fourteen of them split the roster exactly the same
way — ReqCL, AMine, CnTrd, CnVItl, cdp, hadvs, harcc, hgs, PvMA, CstE,
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
transition on one roster: any predicate chosen here is a one-bit fit on eight correlated
players, which is exactly the shape rule 23 was written for.
ReqCL is the most plausible on name and on meaning — Status = 4 is written by
MarkPlayerTurnEnded from the End-Turn submission paths (W2), and ReqCL reads as "a client
must submit for this player" — but it is a hypothesis with a workload attached, not a finding.
The probe that settles it (rule 18, rule 20): an entry probe on the writer W2 located at
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.
5. What this lane changed
See the prediction block below; measured results follow it.
6. Predictions, written before the build (rule 2)
PL-1 — PvSav is S00's snapshot of Sav
PvSav(turn N+1) == Sav(turn N) holds exactly for players 16 and 576 across all three saves
(50,000 → 50,000 → 289,688 against Sav 50,000 → 289,688 → 532,369; and 0 → 0 → 98,871 against
Sav 0 → 98,871 → 198,730). For player 32 it is Sav(turn N) − 11,900, the M2 deduction.
Predicted: pair 1 — 0 closed, 0 regressed (every player's Sav already equals its PvSav
in turn1-state, so the snapshot is a no-op there). Pair 2 — 2 closed (Player[16]/PvSav,
Player[576]/PvSav), 0 regressed; player 32 stays open, short by exactly 11,900.
Falsification. If the snapshot were taken later than S00 — say after P02 writes savings —
player 16's turn3 PvSav would be its turn 3 Sav (532,369), not its turn 2 Sav
(289,688). It is 289,688. If the snapshot were per-player conditional, some player other than 32
would show an offset; none does. If it regresses anything, the symptom is a player whose
PvSav and Sav differ in the input for a reason that is not M2 — there is none in the corpus,
so a regression here means the field is not a snapshot at all.
PL-2 — T31's difficulty column is recoverable from the input save
T31 is blocked on ServerPlayer+0xf9, the per-player "is AI" flag, which the save does not
carry and which is worth ×1.1 on that player's max income. The operator supplies it with
--ai-player N.
But the input save already carries the answer: its BnkEl was written by the original at
the end of the previous turn from the colony state the save holds. Computing BnkEl from that
state under both columns and comparing against the stored value identifies the column — for
every player whose max income is non-zero, since the two columns differ by 10%, far more than
one truncation.
Predicted: on turn1-state, the column resolves to non-AI for player 0 and AI for player 1;
it is ambiguous (both columns give BnkEl = 0) for the five players that own nothing, where
the value is 0 either way. Player 7's column is unknown before measuring. With the column
identified from the save and BnkEl committed, the phase closes 2 leaves per pair, 0
regressed — the same as --commit-blocked=T31 --ai-player 1 measures today, but with no
operator input.
Falsification. (a) If the AI flag does more than select a ×1.1 income column, the identified
column will still reproduce the stored value while the post-turn value diverges; symptom —
BnkEl closes on pair 1 and regresses on pair 2, or the other way round. (b) Player 576's
BnkEl is constant at −665,806 across all three saves although its Sav grows; if its
column is identified and its post-turn max income has moved, committing regresses that leaf.
Symptom — 2 closed and 1 regressed. (c) If the pre-turn computation reproduces neither
column's value for a player, the phase must abstain for that player, and the leaf stays
pass-through — no regression, but no close either.
PL-3 — the protection factor is a widened float (rule 23, read the four bytes)
ComputeBankruptcyLimits multiplies BANKRUPTCY_PROTECTION_LIMIT_FACTOR in as a double. The
image does not. In ServerPlayer::UpdateBankruptcyLimits the two constants are loaded by
different opcodes, and that is the whole point:
DB 45 FC fild dword [ebp-4] ; maxIncome, still on the stack afterwards
DD 05 30 EC A2 00 fld qword [0x00a2ec30] ; DD /0 = m64fp -- a DOUBLE in .rdata
D8 F9 fdivr st(0), st(1) ; maxIncome / that double
E8 … call ftol ; -> BnkEl, then the -2e9 clamp
8B 0D DC DF AE 00 mov ecx, [0x00aedfdc] ; the tuning pointer slot
D8 09 fmul dword [ecx] ; D8 /1 = m32fp -- a FLOAT32
E8 … call ftol
F7 D8 neg eax ; -> BnkPr
The .rdata double at 0x00a2ec30 reads 00 00 00 40 33 33 C3 BF = −0.15000000596046448,
i.e. (double)(float)-0.15 — already handled. The protection factor is the other case: it is
read dword ptr, so whatever decimal the data file carries is narrowed to float32 before the
multiply, and our double multiply is wrong at every boundary.
Predicted: 0 leaves move on this corpus — all seven non-zero BnkPr records invert to a max
income where 3.3 and (double)3.3f truncate to the same integer. Three hand-written test
expectations move by one or twenty (-3300 → -3299, -330 → -329,
-1320000000 → -1319999980). The two constants disagree on roughly 1.1% of max-income values
at the corpus's empire size, rising with empire size, so this is a fix the corpus cannot see —
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
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.