sots-engine/docs/Z-tail-rng.md
alex d7e2080fb6 Z: P10 -- what Auto Resolve should cost, written before the click
The turn-54 End Turn stopped on a Von Neumann encounter at Gallandro. That is
the workload the finding says does not exist and lane J asks for: every
encounter measured so far had the no-battle flag set, so the combat resolver
has never run under an instrument.

Three falsifications, and the interesting one is the third: a non-zero cost
that does not appear under ApplyEncounterResult means combat proper is drawing,
which nothing hooks, and the bracket residual goes positive for the first time.
2026-09-08 10:12:09 -04:00

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# Z — the RNG ledger for one strategic turn
Lane Z, 2026-09-08. Worktree `wip/tailrng`. **Written before the build was staged** (method rule 2).
The milestone this serves: *a standalone that loads a save, runs one strategic turn, and writes an
autosave that byte-matches the original's.* Generator state is part of the saved state, so the turn
is not reproduced until every word the strategic generator consumes is accounted for.
Lane K (`sots-re/findings/control-flow/combat-done-tail.md` §3) found two draw sites in
`StrategyServer::OnAllCombatDone_Tail` that no lane models, both **before** the autosave. Every RNG
accounting in the repo assumes the generator only advances inside `StrategyServer::ProcessTurn`.
This lane measures what actually happens.
---
## 1. The instrument
Not an RNG-primitive hook. The generator's whole state is `mt[624] + left`, and the twist is a pure
function of the block, so **position is recoverable from state alone**:
```
position(block_index, left) = block_index * 624 + (624 - left)
```
`RngLedger` (`src/shim/hooks/rng_ledger.{h,cpp}`, host-tested) keeps a forward-only chain of blocks
from the first block it ever sees, memoised by a 64-bit hash of the 2496-byte block. Observing a
state resolves its block to an index (extending the chain by twisting when the block is ahead of the
frontier) and returns an absolute word position. **Word deltas between any two observations are then
exact**, including across twists, and no assumption is made about how many words a `NextInt`
rejection loop spent — the state says.
Ordering matters and is handled explicitly. `Hook<>` calls `describe_args` and `regions` at entry
(chronological) but calls every region `describe` *after* the original returns, so a nested call's
`before` snapshot would otherwise be described after the chain had already moved past it. Each hook
therefore **observes at entry from `describe_args`**, which memoises the entry block; the `describe`
that runs at exit then resolves it from the memo instead of walking backwards.
Six hooks, all `trace`, nested so the subtotals attribute:
| hook | address | why |
|---|---|---|
| `Game::StrategyHost::Autosave` | 0x00895210 | the two absolute markers. `endTurn=1` is the pre-turn state, `endTurn=0` the post-turn state; **the words between them are the turn's whole RNG cost as the two saves see it** |
| `Game::StrategyServer::ProcessTurn` | 0x007dc6c0 | the half the repo already believes in |
| `Game::StrategyServer::OnAllCombatDone_Tail` | 0x007d92a0 | the half nothing models |
| `Game::StrategyServer::ApplyEncounterResult` | 0x007d8920 | tail phase 6, the combat-resolver subtree |
| `Game::StrategyServer::NodeLineDecay` | 0x007ae010 | tail phase 11, the `Chance(0.5f)` per expired node line |
| `Game::StrategyServer::ProcessNodeSpaceTravel` | 0x007a0e20 | runs **twice** a turn (ProcessTurn phase 7 and tail phase 10) and has never been swept for draws |
The residual — `Autosave(1)→Autosave(0)` total minus the sum of the attributed subtotals — is the
number this lane exists to produce. It is the part of a turn a reimplementation would silently miss.
## 2. Predictions
**P1 — the tail runs on a turn with no combat.** Lane K flagged this as inferred from the
determinism note, not from the instruction stream. Predicted: `OnAllCombatDone_Tail` records exactly
one call per End Turn regardless of encounters.
*Falsified by:* an End Turn where `Autosave(endTurn=0)` records a call and no tail call precedes it
in the same turn. If that happens, §6's autosave mechanism is reached some other way and lane K's
§7.1 (`S+0x8` advances twice per turn) is wrong too — so P1 and P6 fail together or not at all.
**P2 — on a quiet turn the tail consumes exactly 0 words.** Both known draw sites are conditional:
phase 6's loop body never runs with an empty encounter vector, and phase 11 draws once per *expired*
node line. Nothing else in the 36 phases reached a primitive in lane K's sweep.
*Falsified by:* a nonzero tail delta on a turn whose encounter count is 0 and whose node-line decay
subtotal is 0. That would be a draw site lane K's callee sweep missed, and it would be the most
important single result of this lane — more important than a confirmation.
**P3 — the tail's contribution is 0 on most turns, which is why nothing broke.** The defect lane K
found is latent, not active: our saves have never expired a node line or fought a battle at the point
where the tail runs. Predicted: on `ref-turn2` and the `turn1/2/3-state` saves, tail delta = 0.
*Falsified by:* any nonzero tail delta on the reference saves — which would mean existing "RNG
matched" results were luckier than they looked (compare method rule 11).
**P4 — `ProcessTurn` consumes a small, nonzero, state-dependent number of words.** Order 1–20 on a
two-player early-game turn: research rolls are 1 word per player whose gate passes and 2 on the
plague path (lane T §3.1), plus whatever `ProcessStations` / `ProcessSurrenders` / `ProcessMissions`
/ `ProcessSpecialProjects` spend — none of which has ever been measured.
*Falsified by:* zero (meaning the research gate never passes and nothing else draws — possible, and
then the interesting question moves entirely to what the AI does), or by hundreds (meaning a
per-system or per-fleet draw nobody has found).
**P5 — the attributed subtotals do not sum to the bracket.** Predicted residual > 0, because combat
itself (`RunCombatRound` 0x007cbe80 / the combat server `0x007cfd00`) runs *between*
`ProcessTurn` and the tail and is hooked by nobody. On a **quiet** turn, though, predicted residual
= **0** exactly: the two drivers should account for every word between the two autosaves.
*Falsified by:* a nonzero residual on a quiet turn. That is a draw site outside both drivers and
outside combat, and it would mean the turn has a third RNG consumer.
**P6 — `S+0x8` advances exactly twice per turn.** Lane K's §7.1 correction, live. Each hook records
`S+0x8` and `S+0xc` at entry.
*Falsified by:* any other count. Recorded because it is free and it settles a published correction.
**P7 — node-line expiry will probably not fire.** Phase 11 draws per *expired* line; lifetimes are
long. Predicted: several End Turns on the node-route saves produce zero phase-11 draws, and this lane
reports that plainly rather than claiming the path is covered (method rule 6 — a path no save
exercises is a hypothesis, and it stays labelled one).
*Falsified by:* a phase-11 subtotal > 0, which would make the model in §3 checkable.
**P8 — one generator, not several.** All six hooks watch the object at `S+0x16c`. Predicted: every
observation resolves against a single forward chain.
*Falsified by:* an `UNKNOWN` position, i.e. a block the chain cannot reach — which means a second
generator instance, and every attribution above would need re-reading.
## 3. What `ours` models
`NodeLineDecay` carries a model: walk the 0x30-stride node-line records at `[S+0x154]+8/+0xc`, count
the expired ones under the same predicate the original tests, and advance the scratch generator by
that many words. In compare mode the diff on the `rng` region is then a real check of the count.
`OnAllCombatDone_Tail` and `ProcessTurn` carry **no** model and say so in `Coverage`: their cost is
whatever their subtrees spend, and the honest statement is the measured number plus the named
unmodelled subtrees, not a prediction dressed as one.
## 4. What this cannot settle
* The combat resolver `0x007d5af0` (7499 B) stays unread. Its draw count is measured here as part
of the phase-6 subtotal, never modelled.
* A turn with no combat cannot exercise phase 6 at all, so its subtotal on a quiet turn is 0 by
construction and proves nothing about combat.
* The ledger measures **words**, not draws. A `NextInt` that rejects three times is four words and
one draw; this instrument reports four and cannot tell you it was one call. That is the right unit
for save-state reproduction and the wrong unit for counting decisions.
---
## 5. Outcome (added after the run; nothing above was edited)
Build `z-tailrng-20260908T1314Z` on `ref-turn2` (4 End Turns) and `z-tailrng2-20260908T1328Z` on
`zuul-turn16-noderoute`. Full report: `sots-re/findings/control-flow/tail-rng-ledger.md`.
| # | prediction | outcome |
|---|---|---|
| P1 | the tail runs on a turn with no combat | **held, half** — one call per End Turn on 8 of 8. But every turn had exactly one *encounter* (a sighting, `res->+0x4 != 0`), so what is proved is "no battle", not "no encounter". Narrowed, not closed |
| P2 | quiet turn → tail consumes 0 words | **held** — 0 on 8 of 8 |
| P3 | tail = 0 on the reference saves; the defect is latent | **held** |
| P4 | `ProcessTurn` spends a small nonzero state-dependent count, order 1–20 | **held** — 18, 19, 20, 22 across eight turns |
| P5 | residual > 0 in general, **0 on a quiet turn** | **held** — residual exactly 0 on all six complete brackets |
| P6 | `S+0x8` advances exactly twice per turn | **FALSIFIED** — it advances **12–14** times per turn; the two drivers are 2 of them. Lane K's "at least twice" was the right phrasing and its conclusion (never treat `S+0x8` as a turn number) is strengthened |
| P7 | node-line expiry probably will not fire | **held**, and quantified rather than left as an absence: 51 of 53 lines on the Zuul map are permanent (`npt == 0`), the mortal ones are dug by the Zuul at ~1/turn, and every one is ~40 turns from expiry |
| P8 | one generator, every observation resolves | **held** — no `words: null` in any record |
Two results worth more than the predictions:
* **The generator does not move between turns.** Each turn's `ProcessTurn` entry position equals the
previous post-turn autosave position exactly. The interval a standalone must reproduce is closed.
* **The ledger was checked against the save files.** The turn-6 autosave pair gives 18 words read straight
out of the two `Sim.RNG` blobs — and with `twists == 0`, so that number does not go through anyone's twist
implementation. The live hook said 18.
Two corrections went back into `combat-done-tail.md` in place: the node-line fleet check runs *after* the
`Chance` call and cannot gate the draw, and `StrategyHost::Autosave` is `ret 8` returning the `std::string*`
in EAX.
---
## 6. A second prediction, written before the run reached it
Committed at turn 34 of the `zuul-turn16-noderoute` long run, with the run still in flight.
The node-line population's minimum remaining life is now decrementing by **exactly 1 per turn** —
43, 42, 41, 40, 39, 38, 37, 36, 35, 34, 33, 33, 32, 31, **30** at turn 34 — i.e. pure ageing, with the
traffic term contributing nothing on this map. `NodePath::RemainingLife` clamps at 0 and the loop skips on
`> 0`, so the oldest mortal line expires the turn its remaining life reaches 0.
**P9. The first phase-11 draw happens on turn 64, and costs exactly 1 word.** On that turn:
`Game::StrategyServer::NodeLineDecay` records `np_min_life = 0`, `predict_words = 1`, and a measured
`rng` delta of **1**; `OnAllCombatDone_Tail`'s total becomes **1** instead of 0 — the first non-zero tail
cost this campaign has ever recorded — and the bracket total becomes `ProcessTurn + 1`.
*Falsified by:*
* **it fires earlier than 64** — then the traffic term `nptf / npdtf` is contributing after all, and the
ageing-only reading of the last fifteen turns is wrong;
* **it fires later than 64, or not at all by turn 66** — then `min_life` is not the line that expires first
(a line dug later with a shorter `npdtn` would do it), or `S+0xc` is not the `turn` the original passes;
* **it costs more than 1 word** — then more than one line expires on the same turn, which the `np_within5`
column would have warned about (it has read 0 on every turn so far), **or** node-line decay has a draw
site the sweeps missed, which is exactly what method rule 16 says a call-graph sweep cannot rule out;
* **it costs 0 with `np_min_life = 0`** — then the expiry predicate transcribed in §6.1 of the finding is
wrong somewhere, most likely in the two never-expire early-outs.
This is the first genuinely falsifiable numeric claim this lane can make: every earlier one compared 0
against 0.
---
## 7. P10, written with the encounter dialog on screen and unclicked
The turn-54 End Turn on the Zuul long run stopped on an **Encounter at Gallandro**: the player's 5 ships
(3 DE Colonizer, 2 DE Armor) against a **Von Neumann**, with the dialog offering Fight Manually / Auto
Resolve / Fight Manually If Opponent Does / Retreat. Auto Resolve has not been clicked yet.
This is the workload `sots-re/findings/control-flow/tail-rng-ledger.md` §8 says does not exist and lane J's
`combat-resolver.md` asks for: **every encounter measured so far had `res->+0x4` set, so
`ApplyEncounterResult` was a whole-function no-op and the combat resolver has never executed under any
instrument this campaign has built.**
**P10. Clicking Auto Resolve produces the first non-zero tail cost this campaign has recorded.**
Specifically: `ApplyEncounterResult` records `res_no_battle = 0` for the first time; its measured `rng`
delta is **greater than 0**; and `OnAllCombatDone_Tail`'s total equals that delta, because node-line decay
is still 30-odd turns from firing and every other phase has measured 0 across 54 turns.
On the size, following lane J's map of the three conditional sites: there is no node cannon here, so R1
should not fire. A **Von Neumann is salvage** — R2 is one inlined `NextFloat` per back-engineering candidate
per combatant with a non-zero salvage slot, and R3 one `NextInt` per successful R2 roll. So the expected
cost is **small and odd-shaped: a handful of words, not a multiple of anything.** I am deliberately not
naming a single number, because I have not read the resolver and lane J has: a range with a mechanism
behind it is the honest form of this prediction.
*Falsified by:*
* **tail cost 0 with `res_no_battle = 0`** — then the resolver really has no draw on a plain battle path,
which would make lane J's "no unconditional draw" stronger than either of us expected, and would mean a
battle is free to a reimplementation;
* **a large cost (tens or hundreds of words)** — then something in the battle path draws per ship or per
round, and the resolver's three sites are not the whole story;
* **a non-zero cost that does NOT show up under `ApplyEncounterResult`** — then the draw happens in combat
proper (`RunCombatRound` / the combat server), which runs *between* `ProcessTurn` and the tail and is
hooked by nobody; the bracket residual would go positive for the first time and that is where it would
appear.
The third case is the one to watch: it is the only way this workload can produce a **non-zero residual**,
which every prediction so far has said should be 0 on a quiet turn.