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alex
b3299979a7 determinism qualified: oracle holds only where no AI must choose; Rung B = command-stream replay, Rung C = behavioural AI; canonical pair now turn2->turn3 2026-09-08 18:02:58 -04:00
lane-l4
7e6bda3699 L4: the AI's command block, read out of the running game
findings/subsystems/ai-order-capture.md -- two workloads on VM145, every submitted
TurnCommands block dumped at the batch applier, plus sixteen pass-attributed entry
probes on the task bodies and the emission gates.

Headline: our emission model reproduces both real blocks exactly, list for list and
element for element, and both turns land on the measured ModCount of 12. What it did
not have: a list-23 element on every AI turn (the first element ever observed in the
free half of the cost table, and it really is free), client-allocated ids travelling
inside the commands (design 18, fleet 34 -- neither in the input save), and build,
rates and population all naming the same home system.

Two predictions falsified, both usefully: the batch is n = playerCount = 8 with the
four monster factions holding untouched slots, not n = 4; and the fleet order names
the fleet the client has ALREADY created, not the one in the save.

AITRaid's pass-0 question stays open and now says why -- the task never ran on either
board, so the list-16 zero is 'never entered', not 'entered and silent'.

Rule 19: the ref-turn2 control passed byte-identical to the published oracle with all
seventeen detours installed. Separately, the turn-1 workload is NOT reproducible --
three runs, three autosaves, differing in exactly one field: the research target of
the AI player that owns nothing.

ghidra/addresses.d/lane-l4.json: 9 entries (8 IAITask::Execute bodies + the list-16
order method). Raw logs and the two divergent autosaves in verify/results/shim/aiorders/.
2026-09-08 18:01:45 -04:00
alex
a3e6e1d415 L1: hive creation draws inside BeginProcessTurn -- lane Z's zero was the workload
Lane SV recovered the script-object subsystem statically and predicted that
SVSOSwarmQueen::RegisterHives takes one strategic-generator word per new hive
inside StrategyServer::BeginProcessTurn, which runs inside lane Z's autosave
bracket and outside both turn drivers. Nothing had ever been hooked in that
interval. Measured on VM140, and it is right.

  turn 1 -> 2 (hives created)   BeginProcessTurn 2   ProcessTurn 20   residual 2
  turn 2 -> 3 (hives exist)     BeginProcessTurn 0   ProcessTurn 19   residual 0

Two instruments that share no code path agree: the region ledger reads
170 -> 172 across RegisterHives, and the return-address draw-site table gains a
row at 0x00527714 (NextInt, 2 calls / 2 words) which is absent on the next turn.
The draws produce NextQ 30/28, TickHives' slip takes them to 31/29 -- exactly
turn2-state.sav -- and the next turn's slip gives 32/30, exactly turn3-state.sav.

So tail-rng-ledger.md's "all of it inside ProcessTurn, residual exactly zero" is
correct for every turn it measured and false as a statement about the code. The
interval a standalone must reproduce starts at BeginProcessTurn.

Also closed or corrected:
* LO/HI read live rather than fitted: NextQ = frame + 20 + NextInt(10),
  inclusive; the TickHives gates are 10 (a frame floor), 5 and 3, so no queen can
  spawn before frame 11 on any save.
* CDiff's threshold scan re-read independently: the tier can only ever be 0 or 1,
  and "entered and stored nothing" was observed live and distinguished from
  "did not run" (method rule 20).
* SnLv measured for the first time: Spica reads AFlags 0 with SnLv 0x200, so the
  sensor branch is what refreshes it -- nvo-tshn-visible-owner.md §6 goes [H] to
  [V]. ComputeContactLevel's documented "else 1" names one of four return tails;
  the observed non-visible level is 2.
* Rule 19: the oracle reproduced byte for byte with all five new detours live,
  and again with four watchpoints armed on top.
* turn1-state -> turn2 is not deterministic (lane L5 owns this). Two more runs
  here make it four distinct outcomes over six runs, including two DIFFERENT
  hooks=off results, and the strategic generator is provably not what varies.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 17:59:32 -04:00
11 changed files with 873 additions and 50 deletions

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@ -25,20 +25,42 @@ run the economy/research/movement/output pieces to the original's numbers, and s
**16 of 44** driver phases and **5 of 37** tail phases modelled (10 committed). It cannot yet
reproduce a turn.
## 2. The milestone, restated
## 2. The milestone, restated (again — 2026-09-08 evening)
> `sots_turn` loads a save, runs one strategic turn, and writes an autosave that byte-matches
> the original's.
Today showed the milestone as first stated is **underdetermined on the reference pair**:
`ModCount` = 2 + one per command applied from every player's block, and on `turn1-state.sav` the
human block is empty yet 10 non-driver bumps occur — **the AI's orders are generated during the
turn, after the autosave**. `Summary.Checksum` is fed by `ModCount`. So, two rungs:
**Lane L5 showed the original cannot always do this itself.** Three runs of `turn1-state → turn2`
gave three different autosaves, differing in exactly four leaves — one AI empire's research pick and
the derived checksum — with the instrument exonerated (two runs had identical hooks and still
differed; `hooks=off` was a third value). The oracle stands on `ref-turn2 → turn3`, where every AI
already holds a target; it fails on the neighbour, where three AI players must *choose* one.
This is not a contradiction of the lockstep multiplayer design — it is the reason for it. The AI is a
`StrategyClient`, not part of the sim: it decides **once**, on one machine, and its decisions travel
as `TurnCommands` through the same host relay as a human's. Peers reproduce the sim's response to a
command, never the decision. The sim is deterministic (lane Z's zero-residual ledger is the strategic
generator, which the AI never touches); the decision layer is not, and does not need to be.
So the rungs are:
- **Rung A — byte-match modulo the command stream.** Every leaf except `ModCount`,
`Summary.Checksum`, and what the AI's own orders touch. **No AI needed.** Near target.
- **Rung B — full byte-match.** Needs AI order generation in our engine (§4.1), or recorded AI
command blocks fed as input. Rung B is where the engine becomes the game.
`Summary.Checksum`, and what the AI's own orders touch. No AI needed. **Canonical reference pair
is now `turn2-state → turn3-state`** — deterministic, oracle-hashed. `turn1-state → turn2` stays
as a secondary pair with its four non-deterministic leaves masked.
- **Rung B — byte-match given a recorded command stream.** `sots_turn --turn-commands <blocks>`
replays the AI's (and human's) orders captured from a real turn, and the output must match that
turn's autosave byte-for-byte. This is what "the engine is the game" means when the game's own
decision layer is not reproducible from a save. Lane AI1's fallback becomes the primary path.
- **Rung C — a `game/ai` that is behaviourally equivalent.** Reproduces the AI's *choice class*
(same task list, same priorities, same candidates), verified against the distribution of the
original's choices across runs rather than one run's bytes. Ties may resolve differently; that is
the original's own behaviour.
Mechanism, stated as inference: only **one** of three AI players varies, which looks like a tie
broken by something per-process — most likely iteration order over a pointer-keyed container under
ASLR — rather than a time seed (which would move all three). One probe separates them: read the AI
client's generator state after construction in two processes. Routed to lane L1.
## 3. Engine work to Rung A (ranked by leaves closed per lane)
@ -53,7 +75,7 @@ turn, after the autosave**. `Summary.Checksum` is fed by `ModCount`. So, two run
| 5 | **post events into the save's turn bucket** (P11 + tail event phases) | `app` + `game/events` | model exists; wiring only | events subtree |
| 6 | ~~`Player.Status` restore~~ **PREMISE REFUTED** (lane T2): there is **no writer between tail 31 and the autosave**. A whole-image scan finds three stores to `+0x164` — `ProcessTurn`'s encounter loop writes 1, `ResumePlaying` writes 0 on load, and `MarkPlayerTurnEnded` writes 4 from the End-Turn **submission** paths, *before* the turn runs. It needs **one predicate**, not a watchpoint — and only two corpus saves carry a non-zero `Status`, so an entry probe should name the set (rule 20). | `app` | lane T2 | S31 regression |
| 7 | **tail phases** — bankruptcy decision half, turn results outbox swap, per-player sync | `game/sim` + `app` | lane K map; 34/37 stubs | tail subtree |
| 8 | Rung B: **AI order generation** | new `game/ai` | §4.1 | `ModCount`, Checksum |
| 8 | Rung B: **`--turn-commands` replay** from a captured block (then Rung C: `game/ai` behavioural equivalence) | `app`, then `game/ai` | lanes AI1–AI4, L4 | `ModCount`, Checksum given the stream |
Rules that hold for every item: formula-held-inputs-missing is **evaluated and reported, not
written**; `closed` and `regressed` reported separately, never netted; `verified` in the phase

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@ -328,3 +328,4 @@ Status flow: `backlog → in-progress → mapped → verified` (or `blocked`).
| "widen every literal" is ITSELF a defect | verify | verified | high | 100% | 2026-09-08 | Two MORE rule-23 defects found by operand sweep in ComputeBudget, both corrected and both **marked unverified because no reference turn can see them**: the research-yield factor is a widened 0.85f (needs research money a multiple of 40,000 - the run presented 9 distinct values, NONE is) and the three research modifiers are summed in SINGLE precision (needs shrm/TRM non-zero; the corpus has both at 0). Both pinned by tests that fail with decimals. **CRITICALLY: three constants BESIDE them are genuinely exact doubles** - so blanket-widening is its own bug. Read the four bytes, every time |
| BANKRUPTCY factor measured, not assumed | objects | verified | high | 100% | 2026-09-08 | = 3.29999995 = (float)3.3. **Its file image is ZERO - the loader fills it at run time** - so lane PL had read the operand width and been forced to ASSUME the value. Now measured on the running game: the assumption was right and the narrowing is real. **No static reading could have produced this** |
| L5 kept `verified` at 0, and defended it | meta | verified | high | 100% | 2026-09-08 | The column has read 0 all campaign and L5 held it there ON PURPOSE. Every phase its compare touches is `Partial` for reasons UPSTREAM of the compare: P01's repair demand is taken as 0, P02 needs the AI's research orders, T31's BnkPr needs an unwired tuning constant. **None is fixable by a VM.** Promoting one because part of it was checked is exactly the drift app_test_catalog asserts against - the ladder's two conditions, COMPLETE and COMPARED, are blocked by different things and the column measures the conjunction. Catalog notes now carry the live evidence and its coverage instead of the older call counts. Also two predictions of its own falsified and recorded: the difficulty record is a HEAP POINTER at ServerPlayer+0x36c not an inline record (correcting the hook's standing "not reachable" note; the fitted pair stays a hypothesis, deliberately not dereferenced), and it predicted 2 divergences and got 1,359 because it counted players where the harness counts calls |
| DECISION: determinism qualified, Rung B restated, reference pair swapped | meta | verified | high | 100% | 2026-09-08 | Adopted after lane L5's finding. (1) The oracle HOLDS where no AI must choose a target and FAILS where one must - never wrong, measured on the idle turn. (2) This is NOT a contradiction of lockstep MP but the reason for its shape: the AI is a StrategyClient deciding ONCE and relaying commands; the sim is deterministic given the stream. (3) **Canonical reference pair is now turn2-state -> turn3-state** (deterministic, oracle-hashed); turn1 -> turn2 is secondary with its four non-deterministic leaves masked. (4) **Rung B = byte-match given a recorded command stream (--turn-commands)**; a behaviourally-equivalent game/ai is **Rung C**, verified against the distribution of the original's choices. (5) Mechanism inferred, not proved: one-of-three varying suggests a pointer-ordered tie under ASLR rather than a time seed (which would move all three); probe routed to L1. Documented in backlog.md 2 and determinism-oracle.md |

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@ -279,37 +279,78 @@ buried, because it is the kind of thing that looks like instrument perturbation
`NumOwn` and every other field checked. The two `TechTree/St` bytes that also move are that choice's
consequence, and `Summary/Checksum` follows.
The `hooks=off` control was then run from the same input, and it is the reason this section is worth
reading. **It produced a third answer.**
The `hooks=off` control was then run from the same input, and it produced a **third** answer.
| run | instrument | `(Autosave).sav` | size | player 3's `ResTNm` |
|---|---|---|---|---|
| the original 2026-09-07 session (live game, never loaded) | phase-2 shim, `hooks=trace` | `ab4ac2d7e2977260` | 66,739 | `BIO_GnMod` |
| this lane | full L1 hook set | `62061918176e3441` | 66,739 | `XNC_TrnsLir2` |
| this lane, control | **`hooks=off` — nothing installed at all** | `e43ec1d2b443c101` | **66,740** | `XNC_TrnsMorr2` |
**Lane L5 found the same thing independently on VM146 the same day**, from the other direction — as a
by-product of its own rule-19 control — and owns the write-up:
`findings/subsystems/turn1-to-turn2-nondeterminism.md`. This lane's two runs are corroboration and
they widen its spread, so the union is recorded here and the analysis is not repeated.
Players 0, 1 and 2 pick identically in all three (`""`, `IND_Waldo`, `DRV_PlsFiss`). Only player 3
moves, and it moves **with the instrument removed as well**.
| run | instrument | `(Autosave).sav` | that player's `ResTNm` |
|---|---|---|---|
| the original 2026-09-07 session (live game, never loaded) | phase-2 shim, `hooks=trace` | `ab4ac2d7e2977260` | `BIO_GnMod` |
| lane L5 run B | `ComputeBudget=compare` | `ab4ac2d7e2977260` | `BIO_GnMod` |
| lane L5 run A | same hooks, different constant in `ours` only | `7fc9e6ab46b47794` | `XNC_TrnsHvr2` |
| lane L5 control | `hooks=off` | `62061918176e3441` | `XNC_TrnsLir2` |
| **L1** | full L1 hook set | `62061918176e3441` | `XNC_TrnsLir2` |
| **L1 control** | **`hooks=off`** | **`e43ec1d2b443c101`** | **`XNC_TrnsMorr2`** |
**So the turn-1 → turn-2 transition of this game is not deterministic across processes, and no hook
is responsible.** The three picks are three different tech ids, two of them species-tagged variants
of the same node (`XNC_TrnsLir2` / `XNC_TrnsMorr2`), which is the signature of a selection over a
container whose order is not fixed — a pointer-keyed map or an unstable tie-break — rather than of a
generator draw. The strategic generator's trajectory was **identical to the historical game's** in
the instrumented run, so whatever chooses here does not draw from it.
**The two rows in bold are what this lane adds, and the second one sharpens lane L5's conclusion.**
L5 argued from "the `hooks=off` control is a *third* value, not one of the other two". This lane ran
`hooks=off` again and got a **fourth** value — so **`hooks=off` is not self-consistent with itself
across processes**, which is a stronger statement than "no hook is responsible" and rules out the
whole class of explanations in which some particular instrument configuration selects the pick.
Four distinct outcomes over six runs, and this lane's instrumented run happens to coincide with
L5's uninstrumented one, which is the clearest possible demonstration that the hooks are not the
variable.
Two consequences, both of which matter more than this lane:
Players 0, 1 and 2 pick identically in every run (`""`, `IND_Waldo`, `DRV_PlsFiss`). Only the
shadow-empire player moves. In this lane's instrumented run the strategic generator's trajectory was
**identical to the historical game's** — same word positions, and the hive draws produced the
historical `NextQ` values — so whatever chooses here does not draw from it.
* **`turn1-state.sav` must not be used as a determinism-oracle input.** `determinism-oracle.md`
establishes byte-identity for `ref-turn2 → turn 3` and was never run on turn 1; that claim is
intact and this is a different pair.
* **The standalone milestone has a target that the original itself does not always hit.** A
reimplementation cannot be held to a byte match on a turn where the original disagrees with itself.
Which turns those are is now an open question with one known member.
### 6.2 It is bounded, and the strategic generator is not what varies
None of this touches §0–§5: the RNG numbers were taken on a run whose generator trajectory matches
the historical game word for word, and the same hook set reproduces the oracle exactly on the
adjacent turn.
**No claim in §0–§5 rests on an autosave diff.** The hive result is a *generator word position*
measured by two instruments that share no code path — a region ledger reading `left` around a phase
boundary, and a set of detours keyed on return address — plus the entry-side prediction those
numbers were checked against. Diffing `turn1-state → turn2` bytes is not part of it, and would not
have been able to answer the question either way.
The variation is small and exactly located. Every pairwise leaf comparison over the three post-turn
saves this lane holds gives **4 differing leaves out of 35,032**, with the leaf count and the whole
tree structure identical:
```
/Summary/Checksum (derived)
/Sim/Player/TechTree/St 2 <-> 3 (the node it stopped researching)
/Sim/Player/TechTree/St 3 <-> 2 (the node it started researching)
/Sim/Player/ResTNm BIO_GnMod | XNC_TrnsLir2 | XNC_TrnsMorr2 | XNC_TrnsHvr2
```
so the reference pair remains usable for everything except one shadow empire's research selection.
This matches lane L5's characterisation exactly, on a fourth sample.
**And it is not the strategic generator.** This is the part this lane can add that a save diff
cannot: in the instrumented run the strategic generator's trajectory was **identical to the
historical game's** — the two hive draws produced the historical `NextQ` 31 / 29, the next turn's
slip produced 32 / 30, and the absolute word positions 192 and 211 are the ones
`tail-rng-ledger.md` §2.1 records for the same game. A pick drawn from `S+0x16c` would have moved
that trajectory. It did not.
There is an obvious next place to look, and this lane's own draw-site table points at it: **8 words
per turn are drawn from a *different* `Mars::RNG` in the same process** — the `StrategyClient`'s at
`client+0x134`, from `0x00578cf0`, `0x005798e0` and `0x0069dbb0` (`tail-rng-ledger.md` §11.2 first
identified these and correctly excluded them). That object is **not serialised**, so if the AI's
pick draws from it, its seed is not in the save and a per-process variation is exactly what one
would expect — which is lane AI1's "seeded from an unseeded global" reading, arriving from a
different direction. Two rows of that table appear on every turn of both saves measured here:
`draw_site_words_other_rng = 8`, `draw_site_calls_other_rng = 8`.
**The experiment that would settle it** is a boundary hook on the AI research-selection site with a
region over `client+0x134` rather than `S+0x16c`, on two fresh processes: if the two runs enter it
with different generator state, the cause is found. That is one hook and one afternoon, and it is
the difference between "the reference pair has four unstable leaves" and "we know why".
## 7. What this does NOT settle (rule 15)

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@ -0,0 +1,385 @@
# The AI's command block, read out of the running game
Lane L4, 2026-09-08. Guest **VM145** (`sots-re-win10-145`, 192.168.10.145), build
`l4-45bf085-dirty-20260908T2113Z`. Predictions committed before the module was written:
`sots-engine` `docs/L4-predictions.md` (commit `45bf085`, before `src/shim/hooks/ai_orders.cpp`
existed).
Closes the live half of `ai-order-emission.md` (AI4), `ai-stepping-and-passes.md` (AI3),
`ai-task-system.md` (AI2) and `ai-turn-logic.md` (AI1). **Everything in those four documents was
static reading. This is the first time anything in `src/game/ai` has run under an instrument.**
Raw logs: `verify/results/shim/aiorders/l4-turn{1to2,2to3}-aiorders.txt`.
---
## 0. Lead: what the real AI emitted, and what our model emits
Two workloads, one End Turn each, every submitted block dumped at
`StrategySim::ApplyTurnCommandBatch` 0x0088f9b0 where all of them are complete in memory.
**Turn 1 → 2** (`turn1-state.sav`). Player 32, the only AI with an empire:
| list | n | element (wire order) |
|---|---:|---|
| **1** new design | 1 | a `ShipDesignDef` object carrying the name string **`"Honor Lance"`** inline |
| **3** build | 1 | `{ordinal 1, designId 18, systemId 288, 0}` |
| **5** system rates | 1 | `{systemId 288, OutputRates{0, 1.0f, 0, 0, 0, 0, 0}}` |
| **23** population | 1 | `{systemId 288, Population{vptr, vector(24 B), 1}}` |
plus gates `rate = 0.8` and `target = techId 144`. **All twenty-three other lists empty.**
**Turn 2 → 3** (`ref-turn2.sav`). Same player:
| list | n | element (wire order) |
|---|---:|---|
| **3** build | 1 | `{ordinal 2, designId 18, systemId 288, 0}` |
| **5** system rates | 1 | `{systemId 288, OutputRates{0, 1.0f, 0, …}}` |
| **8** fleet move | 1 | `{fleetId 34, route[1]}` |
| **10** | 1 | `{systemId 288, fleetId 34, counted[1]}` |
| **14** fleet task | **2** | `{34, 0, true}` and `{34, 1, true}` |
| **23** population | 1 | `{systemId 288, Population{vptr, vector(24 B), −1}}` |
plus gate `rate = 0.8`; **no research target** on any player this turn.
**Against our model.** `sots-engine`'s `src/game/ai/orders.h` reproduces **both blocks exactly** —
list for list, element for element, and both turns land on the measured `ModCount` delta of 12.
That is now a test, `tests/game_ai/test_live_blocks.cpp`, 44 checks, built from the dumped values
and kept deliberately separate from `test_orders.cpp` (which is the record of what static reading
predicted, and must not be fitted to this).
**The model was right about the arithmetic and incomplete about the content.** Three things it did
not have:
1. **A list-23 element, on every turn.** No save in eleven has ever carried an element in the free
half of the table (lists 17–27), so that whole row of the cost model was a hypothesis in the
rule-6 sense. It is now exercised twice, and **the counter still lands on 12** — the free half is
free, measured, from the first workload that ever populated it. This is the single most valuable
thing the capture produced, and nobody predicted it.
2. **The ids in the commands are client-allocated.** The build order names **design 18** before the
server has issued it, and the fleet order names **fleet 34**, an object that does not exist in
the input save. Our model treated ids as opaque; a reimplementation has to allocate them where
the original does or every id in the resulting save is wrong.
3. **Build, rates and population all name system 288** — the AI's home. One decision, three
commands.
---
## 1. Predictions, then outcomes
`docs/L4-predictions.md` §1–§3, in order. Four held, two were falsified, and both falsifiers are
worth more than the predictions were.
### P1 — the block set. **FALSIFIED, usefully.**
Predicted `n == 4`, the four submitting players. Measured **`n == 8`**: the batch is sized to
`playerCount`, and the four `Species == 4` monster factions occupy slots 4–7 with
**`playerId == 0`, every gate clear and all twenty-seven lists empty**.
AI3 §1.2 already read the mechanism — `ResumePlaying` does `clear(&S->+0x174)` then
`resize(&S->+0x174, playerCount)` — and I did not join it to AI4's "the monster factions submit no
block at all". Both are right: the *vector* has eight slots, the *submissions* are four. The
untouched slots are not merely empty, they are **uninitialised**: the rate-gate payload reads as
garbage floats (`8.97e-44`, `2.62e+33` on the two runs) with the gate bit clear.
Consequence for a reimplementation: iterate `playerCount` slots and let the clear gates do the
filtering; do not build a list of "submitting players".
The four ids that *are* set are `16, 32, 496, 512` in save-player order, so `block+0x04` is the save
player id, not an index. That half of P1 held.
### P2 — the turn-1 block. **HELD, plus one list nobody predicted.**
Predicted lists {1, 3, 5} on player 32 and nothing on 16/496/512. Measured **{1, 3, 5, 23}** on 32
and nothing on the other three. The sharp falsifier was list 8/10/14 being non-empty on the turn the
AI creates its first fleet — **they were all empty**, so AI4's P2 attribution of the twelve stands.
Four research-rate gates and **three** research-target gates (`144`, `90`, `288`), the human's
target gate clear. Exactly AI4's P2 and P5.
### P3 — the element values. **HELD for the build order; the design id is not in the window.**
`designId == 18` and `systemId == 288` in list 3, and list 5 names the same system: both as
predicted. The list-1 element is a polymorphic object whose first 48 bytes are a vftable pointer,
a word, and a `std::string` holding `"Honor Lance"` (`_Mysize` 11, `_Myres` 15 — short-string
optimisation, so the name is inline). **The id is past the dump window**, so "the design command
carries its own id" is not proved from list 1 directly — but it is proved from list 3, which names
design 18 in the *same block*, before the server has issued anything.
### P4 — the probes on turn 1. **Held on the control, wrong on one row.**
| probe | predicted | measured (1→2) | measured (2→3) |
|---|---|---:|---:|
| `RunTaskList` | 6 = 3 AI × 2 passes | **6** (3+3) | **6** (3+3) |
| `BuildTurnCommands` | 4 | 5 | 5 |
| `RequestBuildForTask` | >0, both passes | 10 (5+5) | 8 (4+4) |
| `AssignFleetsAndIssueOrders` | entered, no elements | 0 | 2 (1+1) |
| `IssueRouteForFleets` | entered, no elements | 0 | 2 (1+1) |
| `AITRaid::Execute` | 0 | **0** | **0** |
| `StrategyClient::OrderList16` | 0 | **0** | **0** |
| `AITAdvanceIdleShips::Execute` | entered | 6 (3+3) | 6 (3+3) |
| `IsClaimedByAnotherTask` | >0 | **0** | 10 (9+1) |
`RunTaskList == 6` is the headline: **three AI agents, each stepped once, two passes each**, which
is AI3's P1 confirmed live at the agent level and AI4's "three AI players, not one" confirmed from a
second instrument.
`IsClaimedByAnotherTask == 0` on turn 1 falsifies my "called often" — on a board with no fleets it
is never reached at all. Workload-dependent, and my prediction did not say so.
`BuildTurnCommands == 5` where four blocks are submitted: three are the AI clients (one after each
agent's pass 1), one fires before any AI has run (game setup / load), and one more at the end. The
pass and agent columns on those two are stale globals and cannot attribute them, so I am **not**
claiming which is the human's.
### P5 — the turn-2 block. **HELD, plus list 23 again.**
Predicted {3:1, 5:1, 8:1, 10:1, 14:2}; measured exactly that, plus list 23.
### P6 — list 14 is two elements against one fleet, keyed on mode. **HELD, at the values.**
`{34, 0, true}` and `{34, 1, true}`: same fleet, modes 0 then 1, and it is the same fleet id list 8's
route names. AI2's P1 — inferred from a call site, then supported by two `ModCount` bumps — is now
read off the element values. The interface's single element (`human-turn2-orders.sav`,
`{1456, 0, true}`) is the same record with mode 0 only.
### P7 — the fleet id. **FALSIFIED, and this is the important one.**
Predicted `F == 1744`, the fleet that exists at submit time, with the new fleet 34 assigned by the
server on apply. Measured **`F == 34`**.
Fleet 34 does not exist in `ref-turn2.sav`. It exists in `turn3-state.sav`, as `"Beta Fleet"`. So
**the client allocates the object and its id before it submits, and ships the id in the command.**
Design 18 is the same story from the other turn: the *other* new design that turn — a monster
faction's, created server-side with no command block — took **1712** from the save's master id
counter (`NMnx` 106 → 109), while the AI's took **18**.
There are therefore **two id spaces**, and the small one is **client-allocated and part of the wire
protocol**. For Rung B this is a hard constraint: a reimplementation that assigns ids on apply
produces a structurally correct save with every AI-created id wrong.
I do not know the client counter's rule. `18` and `34` differ by 16, which is the master counter's
stride, so it looks like the same `id = index * 16` scheme running off a different, small base
(index 1 and index 2 plus 2). **Unread**; it is the first thing the next lane should chase, and it
is a watchpoint, not a week of reading.
### P8 — list 10's first word. **HALF-FALSIFIED, and the name is now supportable.**
Predicted the first `i32` is the fleet. Measured `{systemId 288, fleetId 34, counted vector of 1}` —
system first, fleet second. Lane Q's record `{i32, i32, counted i32}` is right; the reading is
"at system 288, fleet 34, [one object]". The counted element's value is in the heap vector and the
dump does not follow it (§5.3), so the payload is still not named. AI4 §4.5 declined to name list 10
on adjacency alone and was right to; it now has values, and "assign these ships to this fleet at
this system" fits all three words, with the tail unread.
### P9 — AITRaid. **NOT SETTLED, and the probe says exactly why.**
`StrategyClient::OrderList16` 0x007635f0 was entered **zero** times on both turns. That is a
non-answer about pass 0 — and the companion probe says which non-answer: **`AITRaid::Execute` was
also entered zero times, on both turns.** The task never ran. AI3 §2.4 stays open, and it stays open
for a *stated* reason instead of an assumed one, which is the whole point of rule 20.
The workload that would settle it needs `AITRaid` in a task list. Neither of the corpus's reachable
turns has one, and the two boards differ only in whether the AI owns a fleet — so owning a fleet is
not the trigger.
### Pass 0 writes nothing — **confirmed by element count, which is stronger than the entry count.**
The three pass-1-gated emission exits were entered in **both** passes, in equal numbers:
* turn 1: `RequestBuildForTask` 5 in pass 0 and 5 in pass 1 → **one** list-1 and **one** list-3
element in the block;
* turn 2: the same, plus `AssignFleetsAndIssueOrders` and `IssueRouteForFleets` once per pass →
**one** list-8, **one** list-10 and **two** list-14 elements.
If pass 0 emitted, every count would double. AI3's P2 holds, measured from the output rather than
inferred from the gate.
The pass sweeps are otherwise symmetric: every probe's pass-0 count equals its pass-1 count, with
one exception — `IsClaimedByAnotherTask` runs **9 times in pass 0 and once in pass 1**. The claim
registry is already populated by the time the second sweep runs, so most candidates are filtered
before the test is reached. That is consistent with AI3's two-tier quota model and is the only
asymmetry in either run.
---
## 2. Which tasks actually fire (AI3 §5, live)
Eight `Execute` bodies probed, covering the nine classes AI2 called planners plus `AITRaid` and
`AITAdvanceIdleShips`. On both turns:
| body | 1→2 | 2→3 | which agents |
|---|---:|---:|---|
| `AITAdvanceIdleShips::Execute` | 6 | 6 | all three, both passes |
| `AITBuildDeepScanShips::Execute` | 4 | 4 | **only 496 and 512**, both passes |
| `AITColonize`, `AITEscortGateInvade`, `AITInvade`, `AITNodeBore`, `AITBuildPoliceShips`, `AITRaid` | 0 | 0 | — |
Two things follow, and the second is uncomfortable.
**`AITAdvanceIdleShips` is in every agent's list and is entered on both passes**, exactly as its
priority-0, pass-1-body shape predicts. It is a good control and it read non-zero on every run.
**Player 32's task list contains none of the six named planner bodies.** Its build orders came from
`RequestBuildForTask`, entered 5 times per pass on turn 1 and 4 times per pass on turn 2, under
tasks whose `Execute` bodies were not in my probe set. So the answer to "which of the nine planner
tasks fire on a real turn" is **one of them, `AITBuildDeepScanShips`, and only for the two AI players
that own nothing** — and the one AI that actually plays is driven by tasks nobody has probed yet.
The nine were the wrong nine to probe. AI3's §5 correction of AI2 stands on the call graph; this
lane cannot add to it, and says so.
The event ring gives the exact per-agent sequence for both turns
(`aievent` lines in the raw logs). Turn 2→3, agent 0x335c1040 (player 32), pass 0, in order:
```
RunTaskList → Acquire → IsClaimed → IssueRouteForFleets → AssignFleetsAndIssueOrders
→ Acquire → IsClaimed ×2 → RequestBuild (×4 more of this pair)
→ AITAdvanceIdleShips
```
and pass 1 is the same walk with the claim tests gone.
---
## 3. Rule 19: the control, and what it cost to take it
`ref-turn2.sav` + one End Turn, with **seventeen MinHook detours installed** (the batch dump plus
sixteen entry probes):
| file | measured | published oracle |
|---|---|---|
| `(Autosave EndTurn).sav` | 66,732 B `bb4fd9ac89f41e3b` | `bb4fd9ac89f41e3b` ✓ |
| `(Autosave).sav` | 67,219 B `978041acd168b56e` | `978041acd168b56e` ✓ |
**Byte-identical.** Two things at once: VM145, which is a ZFS clone nobody had checked, reproduces
the reference guest exactly; and this lane's instrument is behaviour-neutral. Lane H's own entry
probes were explicitly `probes=off` in every configuration here, because that set is the one
measured to move an autosave by four bytes.
### 3.1 And a control that did **not** pass — the turn-1 workload is not reproducible
`turn1-state.sav` + one End Turn does **not** reproduce `turn2-state.sav`, on this build, with or
without instruments. Three runs, three different files:
| run | `(Autosave).sav` |
|---|---|
| reference `turn2-state.sav` | 66,739 B `ab4ac2d7e2977260` |
| `hooks=off` | 66,746 B `d59bb9f2fd0eb535` |
| full instrument | 66,740 B `e43ec1d2b443c101` |
Diffed field by field through the save reader, **exactly one field differs across all three**:
```
p512.ResTNm: ref = BIO_GnMod hooks=off = XNC_TrnsHum2 instrumented = XNC_TrnsMorr2
```
`NMnx`, `ModCount`, every id list, every design, every fleet, every other player's target and rate:
identical. And the command block shows it at the source — player 512's research-target gate carried
techId **288** on the instrumented run, a different id on the others.
So: **the research-target choice of an AI player that owns nothing is not reproducible run to run.**
Players 16, 32 and 496 are stable across all three; only 512 moves. Three samples, one field.
This is a correction to an assumption, not to a published claim: `determinism-oracle.md` verifies
the oracle for the **`ref-turn2` workload** and says so; nobody had run the turn-1 workload three
times. It is now on the record that the turn-1 workload is **not** an oracle, and any lane
comparing bytes on it is comparing against noise.
I did not find the mechanism. It is not the instrument (the `hooks=off` run diverges from the
reference too, and by a *different* value). The shape — one player, one choice, stable everywhere
else — fits a tie-break that reads a heap address or an uninitialised word, and that is a
watchpoint on the selection site, not a reading exercise.
---
## 4. Corrections to earlier findings
* **`ai-order-emission.md` §2 — "the four `Species == 4` factions submit no command block at all".**
Right about the submissions, wrong about the block array: **the batch is `n = playerCount = 8`**
and those four occupy slots with `playerId == 0` and uninitialised gate payloads. AI3 §1.2 had
already read the `resize(playerCount)` that forces it.
* **`ai-order-emission.md` §1 / §3 P1 — the 17..27 half of the cost table was read from the
instruction stream only, with no workload.** It now has one: **list 23 carries one element on
every AI turn measured**, and both turns still cost exactly 12. The free half is confirmed free.
* **`ai-order-emission.md` §4.5 — list 10 "named only by position".** It now has values:
`{systemId, fleetId, counted vector}`, with the system leading. Still not named; the vector's
contents are unread.
* **`turncommands-block.md` §3, list 3.** The wire record `{ordinal, designId, systemId, w}` is
correct — but **the in-memory element is in the opposite order**, because that list's writer
(`0x00822870`) emits `+0x14, +0x10, +0x0c, +0x08`, descending. It is the only one of the five
writers checked that reverses; lists 5, 8, 10, 14 and 23 all write ascending. Anyone reading these
elements out of memory needs that per-list, not as a rule.
* **`ai-task-system.md` / `ai-stepping-and-passes.md` — "the AI's fleet order names the fleet it
moves".** It names a fleet the input save does not contain (§1, P7).
---
## 5. What this lane did **not** do
1. **AI3 §2.4 is still open.** `AITRaid` never ran on either workload, so the list-16 pass-0
question is untouched — but now for a measured reason rather than an assumed one (§1, P9).
2. **AI3's P3 is untouched.** An entry counter cannot see the steal branch inside
`IsClaimedByAnotherTask`; this lane measured only that it is called (10 times on turn 2, 0 on
turn 1). Stated in advance in `docs/L4-predictions.md` §4.
3. **The dump reads 48 bytes per element and does not follow pointers.** Three payloads are
therefore unread: the route in list 8 (one hop, id unknown — `turn3-state.sav`'s waypoint says
272 but the capture does not prove it), the counted vector in list 10 (one element), and the
`Population` body in list 23 (24 bytes behind a vftable). Each is one more indirection in the
dumper.
4. **The design id is not visible in the list-1 element** (§1, P3). It is inferred from list 3
naming design 18 in the same block.
5. **The client id counter is not located** (§1, P7). This is the largest remaining hole and it is
a watchpoint: break on the write that produces 18 and 34.
6. **Which tasks drive player 32 is not known** (§2). Five build-shaped tasks per pass reached
`RequestBuildForTask` and none of them is one of the eight `Execute` bodies probed. The probe set
was chosen from AI3 §5's list of nine and that list is not where this AI's decisions come from.
7. **Two workloads, one AI empire, 28 stars, no contact.** Every count here is a count on a very
quiet board: no colonise order, no invade, no raid, no diplomacy, no combat. Lists 2, 4, 6, 7,
9, 11–22 and 24–27 were empty on both turns and remain unexercised (rule 6). The distinct-state
count for this lane is **two turns and one real AI player** — that is thin, and it is the caveat
that matters most for anything generalised from here.
8. **The `+0x6c` `CivilianRatios` gate and the `+0x3c` Hiver gate were clear on all eight blocks on
both turns**, as expected; nothing new about either.
---
## 6. The instrument, for the next lane
`sots-engine` `src/shim/hooks/ai_orders.{h,cpp}`, configured by three keys:
* `aiorders=on|off` — the block dump: **one** register-transparent entry stub on
`StrategySim::ApplyTurnCommandBatch`, which receives `(blocks, n)` as stack arguments with every
submitted block complete at a fixed 0x1b4 stride. Prints six gates, twenty-seven list lengths and
48 bytes per element per block.
* `aiprobes=off|all|N` — sixteen entry counters, lane H's asm-stub pattern with its own table so
lane H's set is untouched. `N` installs the first N, so the set bisects in one build.
* `aiorders.out=<path>`.
Two design points worth keeping:
**Row 0 is `RunTaskList`, and it is both the control and the pass recorder.** Its stub reads the
`pass` stack argument before tail-jumping, so every later probe hit is attributed to a pass. That is
what turned "pass 0 emits nothing" from an inference into a measurement. The global is stale once
`RunTaskList` returns and the report says so; the `run` column in the event ring is what makes the
staleness readable.
**Every list is measured twice** — walked, and read from `_Mysize` — and a disagreement prints
`MISMATCH`. Nothing printed it on 8 blocks × 27 lists × 2 runs, which is the evidence that the
container layout is right rather than that the block is empty (rule 1). And a run whose
`RunTaskList` count is zero prints `CONTROL ZERO` and says every other row is unmeasured, not
absent — which is exactly what the load-time batch (`seq=1`, `n=1`, the local client's block alone)
does print.
### 6.1 Lab notes
* **`move X Y` then `click X Y` in the same click-helper batch is reliable; a bare `click` is not.**
Roughly half of bare clicks were delivered at the *previous* cursor position, which reads as "the
click did nothing" and then as "the next click did the previous thing". Two runs were nearly lost
to it before the pattern was clear.
* **Reset `SavedGames` to a fixed two-file set before every run.** With only `ref-turn2.sav` and
`turn1-state.sav` present the Load dialog rows are always y=262 and y=291 and the click path never
has to be re-derived. `C:\SOTS\ui\l4deploy.ps1` does it.
* Startup to main menu on VM145 was 80–95 s. Verify by screenshot; never sleep and click.
* VM145 left restored: `SavedGames` back to the 9-file pre-L4 set (autosaves byte-identical to the
oracle), `binkw32.dll` and `shim.cfg` back to the W3 build and `w3mod` config, game stopped.
`C:\SOTS\shimdist-l4`, `C:\SOTS\ui\l4\` and `C:\SOTS\ui\l4{deploy,click,grab,release}.ps1` left in
place — they are a working template for the next lane.

View file

@ -5,21 +5,20 @@ Question: "load the same save, press End Turn, and the resulting autosave is byt
game processes, with and without an intervening manual save, and also identical to the autosave the
*original* (non-loaded, freshly created) game wrote in the earlier session.
> **SCOPED BY LANE L1, 2026-09-08 — the oracle is a property of THIS PAIR, not of End Turns.**
> (`findings/control-flow/hive-creation-rng.md` §6.1.) Every run below starts from the **turn-2**
> state. Lane L1 ran the same experiment one turn earlier — load `turn1-state.sav`
> (`a3f9dc4b…`, which is this game's turn-1 pre-turn autosave), one End Turn — three times, and got
> **three different post-turn autosaves**: `ab4ac2d7…` (the original live session), `62061918…` (full
> hook set) and `e43ec1d2…` (**`hooks=off`, nothing installed at all**). The whole difference is one
> field: player 3's research target `ResTNm`, which reads `BIO_GnMod` / `XNC_TrnsLir2` /
> `XNC_TrnsMorr2` across the three. Players 0–2 pick identically every time, and in the instrumented
> run the strategic generator's trajectory matched the historical game word for word.
> **SCOPED, 2026-09-08 — the oracle is a property of THIS PAIR, not of End Turns.** Every run below
> starts from the **turn-2** state. Lanes L5 and L1 independently ran the same experiment one turn
> earlier — load `turn1-state.sav` (`a3f9dc4b…`, this game's turn-1 pre-turn autosave), one End Turn
> — and across six runs got **four different post-turn autosaves**, including **two different results
> from `hooks=off` with nothing installed at all**. The whole difference is one shadow-empire
> player's research target `ResTNm` plus its two tech-status words and the derived `Checksum`;
> players 0–2 pick identically every time and the strategic generator's trajectory is unchanged.
>
> So: **the turn-1 → turn-2 transition of this game is not deterministic across processes, and no
> hook is responsible.** Nothing below is wrong — but "load the same save, press End Turn, and the
> autosave is byte-identical" is verified for `ref-turn2 → turn 3` and **falsified for
> `turn1-state → turn 2`**. Anyone building a byte oracle must pick the pair deliberately, and the
> pairs in this document plus `verify/results/shim/tailrng/` are the ones that hold.
> Nothing below is wrong. But "load the same save, press End Turn, and the autosave is
> byte-identical" is verified for `ref-turn2 → turn 3` and **falsified for `turn1-state → turn 2`**.
> Pick the pair deliberately: this document's pair and the two in
> `verify/results/shim/tailrng/` are the ones that hold. Full account:
> `findings/subsystems/turn1-to-turn2-nondeterminism.md` (lane L5, owner) and
> `findings/control-flow/hive-creation-rng.md` §6.1 (lane L1, the two extra runs).
## Verdict
@ -172,3 +171,36 @@ inflated offset (1-based) ref-turn2 re-save field (save_reader --dump path
State left behind: the game is still running on VM140 (pid 4384, task `SOTS`, shim `hooks=trace`), sitting
on the turn-3 strategy map after run E; `C:\SOTS\SavedGames\` holds the run-E set (`ref-turn2.sav`,
`MyGameverify1*.sav`, the three `(Autosave*)` files).
## Qualified 2026-09-08 (lane L5; decision by the project)
**The byte-identical-autosave property holds on turns where no AI player has to choose a research
target. It does not hold on turns where one does.**
Lane L5 ran `turn1-state.sav → End Turn` three times on VM146 and got three different post-turn
autosaves, differing in exactly four leaves: one Singularity AI empire's research pick and
`Summary/Checksum` derived from it. The instrument is exonerated — two of the three runs carried
identical hooks and still differed, and the `hooks=off` run produced a third value.
Every earlier verification of this oracle used `ref-turn2.sav` (which lane AI4 showed is
byte-identical to `turn2-state.sav`). On that save all three AI players already hold a research
target, so the decision layer has nothing to decide; on `turn1-state` they must each choose (lane
AI4: all three set `ResRate 0.25→0.8` and pick a target on turn 1). The oracle was never wrong; it
was measured on the one turn where the non-deterministic layer was idle.
Why this does not break lockstep multiplayer: the AI is a `StrategyClient` (lane AI1), not part of
the sim. It decides once, on one machine, and its decisions are relayed as `TurnCommands` like any
player's. The sim — the two turn drivers, the tail, the strategic generator (lane Z, zero residual,
which the AI never draws from) — remains deterministic given the command stream. Peers reproduce
the response to a command, not the decision.
Consequences adopted:
- Canonical reference pair for the standalone metric is now **`turn2-state → turn3-state`**.
`turn1-state → turn2` is secondary, with the four leaves masked.
- Rung B is restated as *byte-match given a recorded command stream* (`--turn-commands`); a
behaviourally equivalent `game/ai` becomes Rung C, verified against the distribution of the
original's choices, not one run.
- Mechanism (inference, one probe pending with lane L1): only one of three AI players varies, which
suggests a tie broken by per-process iteration order over a pointer-keyed container under ASLR,
rather than a time seed. Reading the AI client's generator state after construction in two
processes separates the two.

View file

@ -0,0 +1,77 @@
{
"_note": "Lane L4 2026-09-08. Nine entry-probe targets for the live AI order capture on VM145. Eight are IAITask::Execute bodies (vtable slot 5) named from the RTTI class that owns the vtable; three of them are SHARED between a task and its `Goal` variant (lane AI3 §5: the paired classes have an identical Execute and differ only in their two GetTarget slots), so the name records the pair rather than pretending there are two bodies. The ninth is the StrategyClient order method AITRaid reaches at depth 1, which is the list-16 producer and the subject of AI3 §2.4. All nine were checked against dumps/functions.json as real function starts and disassembled far enough to confirm a >=5-byte patchable prologue with no branch target inside it, because every one of them is a MinHook target in this lane's shim module. Addresses already carried elsewhere (RunTaskList, IsClaimedByAnotherTask, AcquireFleetsForTask, RequestBuildForTask, AssignFleetsAndIssueOrders, IssueRouteForFleets, BuildTurnCommands, ApplyAllTurnCommands, ApplyTurnCommandBatch) are deliberately NOT re-declared here -- lanes AI1/AI2/AI3/A2 own those names and the generator rejects a same-address-different-name collision.",
"entries": [
{
"name": "AITColonize_Execute",
"addr": "0x0068b400",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITColonize::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. SHARED BODY: Game::AITColonizeGoal::Execute is the same address. 48 bytes; a forwarder to the parameterised worker 0x0068b280 called as worker(ecx = agent, this, pass, this->+0x8, &this->+0x20, &this->+0x10) with `edi = this->+0xc` passed as an IMPLICIT REGISTER ARGUMENT (whole-program-optimised custom convention; a reimplementation that ports only the stack arguments passes garbage). Reaches the colonize order (list 7) at depth 4 via 0x0068b280 -> 0x006930f0 -> 0x00578ff0 -> 0x00769640",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#5 -- lane AI3's unlimited-depth direct closure; address re-checked by lane L4 against dumps/functions.json and the prologue disassembled before hooking"
},
{
"name": "AITEscortGateInvade_Execute",
"addr": "0x0068c7c0",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITEscortGateInvade::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. SHARED BODY: Game::AITEscortGateInvadeGoal::Execute is the same address. 80 bytes; forwards to 0x0068c5d0 as __fastcall(ecx = this->+0xc, edx = agent) plus 8 stack arguments. Reaches list 7 at depth 4",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#5 -- lane AI3; address re-checked by lane L4"
},
{
"name": "AITInvade_Execute",
"addr": "0x0068d7a0",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITInvade::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. SHARED BODY: Game::AITInvadeGoal::Execute is the same address. 160 bytes; forwards to 0x0068d460 with 11 arguments, then maintains this->+0x38 and this->+0x39. +0x39 is computed at 0x0068d80f-0x0068d82a as (0x006a6380(agent, this->+0xc) < 2 * 0x006a6260(agent, this->+0xc)) and is what IAITask slot 11 returns for this class. Reaches list 14 at depth 5",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#4.3,#5 -- lane AI3; address re-checked by lane L4"
},
{
"name": "AITNodeBore_Execute",
"addr": "0x0068e590",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITNodeBore::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. Does its setup (0x00685810) and its finaliser (0x0068e090) only when pass == 0, and forwards `pass` to 0x0068a520 in both passes. Reaches list 14 at depth 5 via 0x0068a520 -> 0x006ceef0 -> 0x006c16c0 -> 0x006987e0 -> 0x007634d0. Zuul-flavoured task (the node-bore is a Zuul mechanic), so on a non-Zuul board it may be absent from the task list entirely",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#2.3,#5 -- lane AI3; address re-checked by lane L4"
},
{
"name": "AITRaid_Execute",
"addr": "0x0068e670",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITRaid::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. THE ONE TASK WHOSE PASS-0 BEHAVIOUR IS NOT SETTLED: at 0x0068e89e it calls 0x006b76a0 and then at 0x0068e8b8 loops the list-16 order method 0x007635f0(client, fleetId, 1) over the returned fleets, and NEITHER the call nor the loop carries a `pass` guard of its own. AI3 §2.3's argument says the fleet vector at [ebp-0x28] is empty on pass 0 because it is downstream of the same hub, but [ebp-0x28] was never traced to closure. This address exists as an address so that a zero at 0x007635f0 can be read: entered-and-silent and never-entered are opposite answers (method rule 20)",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#2.4,#8.3 -- lane AI3 named this probe; lane L4 built it"
},
{
"name": "AITAdvanceIdleShips_Execute",
"addr": "0x0068f230",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITAdvanceIdleShips::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. Whole body is pass-1 only: `if (pass != 1) return` at 0x0068f25a. Table priority 0, so it is always the LAST task in the descending-priority sweep -- the AI sweeps up whatever is still idle only after every other task has taken both its minimum and its desired force, which is what the two-tier quota model predicts",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#2.3 -- lane AI3; address re-checked by lane L4"
},
{
"name": "AITBuildDeepScanShips_Execute",
"addr": "0x006901a0",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITBuildDeepScanShips::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. Reaches the BUILD order (list 3) at depth 6 via 0x006ce460 -> 0x006ce360 -> 0x006ce190 -> 0x006bd790 -> 0x006b3bc0 -> 0x00762fd0, the same chain as AITBuildPoliceShips",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#5 -- lane AI3; address re-checked by lane L4"
},
{
"name": "AITBuildPoliceShips_Execute",
"addr": "0x00690380",
"convention": "thiscall",
"prototype": "void __thiscall Game::AITBuildPoliceShips::Execute(StrategyAIAgent* agent, int pass) -- RET 8, IAITask vtable slot 5. Reaches the BUILD order (list 3) at depth 6, identical chain to AITBuildDeepScanShips. One of the two candidate producers of the single list-3 element the reference AI emits on turn 1",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#5 -- lane AI3; address re-checked by lane L4"
},
{
"name": "StrategyClient_OrderList16",
"addr": "0x007635f0",
"convention": "thiscall",
"prototype": "bool __thiscall Game::StrategyClient::OrderList16(int objectId, bool flag) -- RET 8. THE LIST-16 PRODUCER. Opens with `cmp byte [this+0x15c], 0` -- the End-Turn latch StrategyClient::EndTurn 0x00783be0 sets at 0x00783c59 before BuildTurnCommands runs -- so like every other order method it refuses once the turn has been submitted. Element record for list 16 is {i32, bool} (lane Q), matching the (objectId, flag) pair; list 16 is in the PAYING half of the ModCount table (bump at 0x00821e23 in its applier 0x00821e20). Reached from AITRaid::Execute at depth 1. The method is named for the list it fills, NOT for what the flag means: no save has ever carried a list-16 element and nothing has been observed",
"status": "unverified",
"source": "findings/subsystems/ai-stepping-and-passes.md#2.4 + findings/objects/turncommands-block.md#3 -- lane AI3 named the probe, lane Q typed the element; lane L4 read the prologue and checked the +0x15c latch"
}
]
}

View file

@ -47,9 +47,17 @@ import state_checksum as ck # noqa: E402
# state the game itself produced by ending a turn on the input. Only the first family is a
# true End-Turn transition of one game; the others are listed so a regression on them is
# still visible, with their nature stated.
# Order matters: pairs[0] is the REFERENCE the dashboard quotes.
#
# 2026-09-08: turn2->turn3 is now the reference. turn1->turn2 is NOT deterministic in the original
# (lane L5: three runs, three autosaves, four leaves — one AI empire's research pick plus the
# derived checksum; hooks=off was a third value, so it is the game). turn2->turn3 is the pair the
# byte-identical oracle hashes were taken on (every AI already holds a target, so the decision
# layer is idle). turn1->turn2 stays as a secondary pair; its four non-deterministic leaves are a
# Rung-B residual by construction and should be read as such (masking them is a follow-up).
PAIRS = [
("turn1-state.sav", "turn2-state.sav", "real End Turn"),
("turn2-state.sav", "turn3-state.sav", "real End Turn"),
("turn2-state.sav", "turn3-state.sav", "real End Turn (canonical reference)"),
("turn1-state.sav", "turn2-state.sav", "real End Turn (secondary; 4 leaves non-deterministic in the original)"),
]
DEFAULT_BINARIES = [

View file

@ -0,0 +1,120 @@
aiorders: out=C:\SOTS\shim.aiorders.txt probes=16 of 16
aiorders: batch hook StrategySim::ApplyTurnCommandBatch rva=0x0048f9b0 va=013cf9b0 create=MH_OK enable=MH_OK
aiprobe: 0 StrategyAIAgent::RunTaskList [control+pass] rva=0x002b3320 va=011f3320 create=MH_OK enable=MH_OK
aiprobe: 1 StrategyClient::OrderList16 [list 16 emit] rva=0x003635f0 va=012a35f0 create=MH_OK enable=MH_OK
aiprobe: 2 AITRaid::Execute rva=0x0028e670 va=011ce670 create=MH_OK enable=MH_OK
aiprobe: 3 AITColonize::Execute [+Goal] rva=0x0028b400 va=011cb400 create=MH_OK enable=MH_OK
aiprobe: 4 AITEscortGateInvade::Execute [+Goal] rva=0x0028c7c0 va=011cc7c0 create=MH_OK enable=MH_OK
aiprobe: 5 AITInvade::Execute [+Goal] rva=0x0028d7a0 va=011cd7a0 create=MH_OK enable=MH_OK
aiprobe: 6 AITNodeBore::Execute rva=0x0028e590 va=011ce590 create=MH_OK enable=MH_OK
aiprobe: 7 AITBuildPoliceShips::Execute rva=0x00290380 va=011d0380 create=MH_OK enable=MH_OK
aiprobe: 8 AITBuildDeepScanShips::Execute rva=0x002901a0 va=011d01a0 create=MH_OK enable=MH_OK
aiprobe: 9 AITAdvanceIdleShips::Execute rva=0x0028f230 va=011cf230 create=MH_OK enable=MH_OK
aiprobe: 10 StrategyAIAgent::RequestBuildForTask [lists 3,1] rva=0x002cea50 va=0120ea50 create=MH_OK enable=MH_OK
aiprobe: 11 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10] rva=0x002c16c0 va=012016c0 create=MH_OK enable=MH_OK
aiprobe: 12 StrategyAIAgent::IssueRouteForFleets [list 14] rva=0x002bbd50 va=011fbd50 create=MH_OK enable=MH_OK
aiprobe: 13 StrategyAIAgent::AcquireFleetsForTask rva=0x002ceef0 va=0120eef0 create=MH_OK enable=MH_OK
aiprobe: 14 StrategyAIAgent::IsClaimedByAnotherTask [entry only] rva=0x002a8d20 va=011e8d20 create=MH_OK enable=MH_OK
aiprobe: 15 StrategyClient::BuildTurnCommands [control] rva=0x00383780 va=012c3780 create=MH_OK enable=MH_OK
---- aibatch seq=1 blocks=0x0095ee74 n=1 stride=0x1b4 ----
aiblk seq=1 blk=0/1 at=0x0095ee74 pid=16 rate=1:0.25 target=0:9825944 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=1 blk=0 pid=16 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiprobe seq=1 idx=0 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::RunTaskList [control+pass]
aiprobe seq=1 idx=1 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::OrderList16 [list 16 emit]
aiprobe seq=1 idx=2 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITRaid::Execute
aiprobe seq=1 idx=3 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITColonize::Execute [+Goal]
aiprobe seq=1 idx=4 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITEscortGateInvade::Execute [+Goal]
aiprobe seq=1 idx=5 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITInvade::Execute [+Goal]
aiprobe seq=1 idx=6 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITNodeBore::Execute
aiprobe seq=1 idx=7 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildPoliceShips::Execute
aiprobe seq=1 idx=8 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildDeepScanShips::Execute
aiprobe seq=1 idx=9 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITAdvanceIdleShips::Execute
aiprobe seq=1 idx=10 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aiprobe seq=1 idx=11 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aiprobe seq=1 idx=12 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IssueRouteForFleets [list 14]
aiprobe seq=1 idx=13 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::AcquireFleetsForTask
aiprobe seq=1 idx=14 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aiprobe seq=1 idx=15 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::BuildTurnCommands [control]
aiprobe seq=1 CONTROL ZERO -- RunTaskList was not entered in this window, so every other row above is unmeasured rather than absent
---- aibatch seq=2 blocks=0x0d865dd0 n=8 stride=0x1b4 ----
aiblk seq=2 blk=0/8 at=0x0d865dd0 pid=16 rate=1:0.25 target=0:22508140 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=0 pid=16 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=1/8 at=0x0d865f84 pid=32 rate=1:0.8 target=1:144 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=1 pid=32 nonEmpty=4 sizes(1..27)=[ 1 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 ]
ailist blk=1 pid=32 list=1 off=0x070 size=1
aielem blk=1 pid=32 list=1 idx=0 node=0x3364bcd8 f0=3.89263e-38 f1=2.98023e-08 ints=[ 22277988 855638017 1869508424 1632378994 6644590 861378992 11 15 861238808 2 44 859372552 ] hex=[ 0153ef64 33000001 6f6e6f48 614c2072 0065636e 335799b0 0000000b 0000000f 33557618 00000002 0000002c 3338fc08 ]
ailist blk=1 pid=32 list=3 off=0x088 size=1
aielem blk=1 pid=32 list=3 idx=0 node=0x33567a80 f0=0 f1=4.03574e-43 ints=[ 0 288 18 1 2006885426 -2012853432 61135080 61135092 61135104 61135116 61135128 61135140 ] hex=[ 00000000 00000120 00000012 00000001 779ea432 88064b48 03a4d8e8 03a4d8f4 03a4d900 03a4d90c 03a4d918 03a4d924 ]
ailist blk=1 pid=32 list=5 off=0x0a0 size=1
aielem blk=1 pid=32 list=5 idx=0 node=0x33000b18 f0=4.03574e-43 f1=0 ints=[ 288 0 1065353216 0 0 0 0 0 1872980489 -1946142208 855640184 226781168 ] hex=[ 00000120 00000000 3f800000 00000000 00000000 00000000 00000000 00000000 6fa36a09 8c003a00 33000878 0d8467f0 ]
ailist blk=1 pid=32 list=23 off=0x178 size=1
aielem blk=1 pid=32 list=23 idx=0 node=0x334c8558 f0=4.03574e-43 f1=3.88586e-38 ints=[ 288 22253808 861305184 861305208 861305208 1 1700461518 -2013115563 0 0 0 0 ] hex=[ 00000120 015390f0 33567960 33567978 33567978 00000001 655afbce 88024b55 00000000 00000000 00000000 00000000 ]
aiblk seq=2 blk=2/8 at=0x0d866138 pid=496 rate=1:0.8 target=1:90 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=2 pid=496 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=3/8 at=0x0d8662ec pid=512 rate=1:0.8 target=1:288 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=3 pid=512 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=4/8 at=0x0d8664a0 pid=0 rate=0:8.96831e-44 target=0:0 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=4 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=5/8 at=0x0d866654 pid=0 rate=0:8.96831e-44 target=0:0 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=5 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=6/8 at=0x0d866808 pid=0 rate=0:8.96831e-44 target=0:0 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=6 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=7/8 at=0x0d8669bc pid=0 rate=0:8.96831e-44 target=0:0 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=7 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aievent seq=0 run=0 pass=-1 agent=0x00000000 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=1 run=1 pass=0 agent=0x322d13c0 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=2 run=1 pass=0 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=3 run=1 pass=0 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=4 run=1 pass=0 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=5 run=1 pass=0 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=6 run=1 pass=0 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=7 run=1 pass=0 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=8 run=1 pass=0 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=9 run=1 pass=0 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=10 run=1 pass=0 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=11 run=1 pass=0 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=12 run=1 pass=0 agent=0x322d13c0 probe=9 AITAdvanceIdleShips::Execute
aievent seq=13 run=2 pass=1 agent=0x322d13c0 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=14 run=2 pass=1 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=15 run=2 pass=1 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=16 run=2 pass=1 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=17 run=2 pass=1 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=18 run=2 pass=1 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=19 run=2 pass=1 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=20 run=2 pass=1 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=21 run=2 pass=1 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=22 run=2 pass=1 agent=0x322d13c0 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=23 run=2 pass=1 agent=0x322d13c0 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=24 run=2 pass=1 agent=0x322d13c0 probe=9 AITAdvanceIdleShips::Execute
aievent seq=25 run=2 pass=1 agent=0x322d13c0 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=26 run=3 pass=0 agent=0x322d1748 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=27 run=3 pass=0 agent=0x322d1748 probe=8 AITBuildDeepScanShips::Execute
aievent seq=28 run=3 pass=0 agent=0x322d1748 probe=9 AITAdvanceIdleShips::Execute
aievent seq=29 run=4 pass=1 agent=0x322d1748 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=30 run=4 pass=1 agent=0x322d1748 probe=8 AITBuildDeepScanShips::Execute
aievent seq=31 run=4 pass=1 agent=0x322d1748 probe=9 AITAdvanceIdleShips::Execute
aievent seq=32 run=4 pass=1 agent=0x322d1748 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=33 run=5 pass=0 agent=0x322d21e0 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=34 run=5 pass=0 agent=0x322d21e0 probe=8 AITBuildDeepScanShips::Execute
aievent seq=35 run=5 pass=0 agent=0x322d21e0 probe=9 AITAdvanceIdleShips::Execute
aievent seq=36 run=6 pass=1 agent=0x322d21e0 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=37 run=6 pass=1 agent=0x322d21e0 probe=8 AITBuildDeepScanShips::Execute
aievent seq=38 run=6 pass=1 agent=0x322d21e0 probe=9 AITAdvanceIdleShips::Execute
aievent seq=39 run=6 pass=1 agent=0x322d21e0 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=40 run=6 pass=1 agent=0x322d21e0 probe=15 StrategyClient::BuildTurnCommands [control]
aiprobe seq=2 idx=0 installed=1 turn=6 total=6 pass0=3 pass1=3 other=0 StrategyAIAgent::RunTaskList [control+pass]
aiprobe seq=2 idx=1 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::OrderList16 [list 16 emit]
aiprobe seq=2 idx=2 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITRaid::Execute
aiprobe seq=2 idx=3 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITColonize::Execute [+Goal]
aiprobe seq=2 idx=4 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITEscortGateInvade::Execute [+Goal]
aiprobe seq=2 idx=5 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITInvade::Execute [+Goal]
aiprobe seq=2 idx=6 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITNodeBore::Execute
aiprobe seq=2 idx=7 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildPoliceShips::Execute
aiprobe seq=2 idx=8 installed=1 turn=4 total=4 pass0=2 pass1=2 other=0 AITBuildDeepScanShips::Execute
aiprobe seq=2 idx=9 installed=1 turn=6 total=6 pass0=3 pass1=3 other=0 AITAdvanceIdleShips::Execute
aiprobe seq=2 idx=10 installed=1 turn=10 total=10 pass0=5 pass1=5 other=0 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aiprobe seq=2 idx=11 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aiprobe seq=2 idx=12 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IssueRouteForFleets [list 14]
aiprobe seq=2 idx=13 installed=1 turn=10 total=10 pass0=5 pass1=5 other=0 StrategyAIAgent::AcquireFleetsForTask
aiprobe seq=2 idx=14 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aiprobe seq=2 idx=15 installed=1 turn=5 total=5 pass0=0 pass1=4 other=1 StrategyClient::BuildTurnCommands [control]

View file

@ -0,0 +1,137 @@
aiorders: out=C:\SOTS\shim.aiorders.txt probes=16 of 16
aiorders: batch hook StrategySim::ApplyTurnCommandBatch rva=0x0048f9b0 va=013cf9b0 create=MH_OK enable=MH_OK
aiprobe: 0 StrategyAIAgent::RunTaskList [control+pass] rva=0x002b3320 va=011f3320 create=MH_OK enable=MH_OK
aiprobe: 1 StrategyClient::OrderList16 [list 16 emit] rva=0x003635f0 va=012a35f0 create=MH_OK enable=MH_OK
aiprobe: 2 AITRaid::Execute rva=0x0028e670 va=011ce670 create=MH_OK enable=MH_OK
aiprobe: 3 AITColonize::Execute [+Goal] rva=0x0028b400 va=011cb400 create=MH_OK enable=MH_OK
aiprobe: 4 AITEscortGateInvade::Execute [+Goal] rva=0x0028c7c0 va=011cc7c0 create=MH_OK enable=MH_OK
aiprobe: 5 AITInvade::Execute [+Goal] rva=0x0028d7a0 va=011cd7a0 create=MH_OK enable=MH_OK
aiprobe: 6 AITNodeBore::Execute rva=0x0028e590 va=011ce590 create=MH_OK enable=MH_OK
aiprobe: 7 AITBuildPoliceShips::Execute rva=0x00290380 va=011d0380 create=MH_OK enable=MH_OK
aiprobe: 8 AITBuildDeepScanShips::Execute rva=0x002901a0 va=011d01a0 create=MH_OK enable=MH_OK
aiprobe: 9 AITAdvanceIdleShips::Execute rva=0x0028f230 va=011cf230 create=MH_OK enable=MH_OK
aiprobe: 10 StrategyAIAgent::RequestBuildForTask [lists 3,1] rva=0x002cea50 va=0120ea50 create=MH_OK enable=MH_OK
aiprobe: 11 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10] rva=0x002c16c0 va=012016c0 create=MH_OK enable=MH_OK
aiprobe: 12 StrategyAIAgent::IssueRouteForFleets [list 14] rva=0x002bbd50 va=011fbd50 create=MH_OK enable=MH_OK
aiprobe: 13 StrategyAIAgent::AcquireFleetsForTask rva=0x002ceef0 va=0120eef0 create=MH_OK enable=MH_OK
aiprobe: 14 StrategyAIAgent::IsClaimedByAnotherTask [entry only] rva=0x002a8d20 va=011e8d20 create=MH_OK enable=MH_OK
aiprobe: 15 StrategyClient::BuildTurnCommands [control] rva=0x00383780 va=012c3780 create=MH_OK enable=MH_OK
---- aibatch seq=1 blocks=0x00b5eec0 n=1 stride=0x1b4 ----
aiblk seq=1 blk=0/1 at=0x00b5eec0 pid=16 rate=1:0.25 target=0:11923172 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=1 blk=0 pid=16 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiprobe seq=1 idx=0 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::RunTaskList [control+pass]
aiprobe seq=1 idx=1 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::OrderList16 [list 16 emit]
aiprobe seq=1 idx=2 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITRaid::Execute
aiprobe seq=1 idx=3 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITColonize::Execute [+Goal]
aiprobe seq=1 idx=4 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITEscortGateInvade::Execute [+Goal]
aiprobe seq=1 idx=5 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITInvade::Execute [+Goal]
aiprobe seq=1 idx=6 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITNodeBore::Execute
aiprobe seq=1 idx=7 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildPoliceShips::Execute
aiprobe seq=1 idx=8 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildDeepScanShips::Execute
aiprobe seq=1 idx=9 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITAdvanceIdleShips::Execute
aiprobe seq=1 idx=10 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aiprobe seq=1 idx=11 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aiprobe seq=1 idx=12 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IssueRouteForFleets [list 14]
aiprobe seq=1 idx=13 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::AcquireFleetsForTask
aiprobe seq=1 idx=14 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aiprobe seq=1 idx=15 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::BuildTurnCommands [control]
aiprobe seq=1 CONTROL ZERO -- RunTaskList was not entered in this window, so every other row above is unmeasured rather than absent
---- aibatch seq=2 blocks=0x0d744c18 n=8 stride=0x1b4 ----
aiblk seq=2 blk=0/8 at=0x0d744c18 pid=16 rate=1:0.25 target=0:22508140 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=0 pid=16 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=1/8 at=0x0d744dcc pid=32 rate=1:0.8 target=0:880612328 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=1 pid=32 nonEmpty=6 sizes(1..27)=[ 0 0 1 0 1 0 0 1 0 1 0 0 0 2 0 0 0 0 0 0 0 0 1 0 0 0 0 ]
ailist blk=1 pid=32 list=3 off=0x088 size=1
aielem blk=1 pid=32 list=3 idx=0 node=0x348176f0 f0=0 f1=4.03574e-43 ints=[ 0 288 18 2 1797410169 -2012936912 62026768 62026780 62026792 62026804 62026816 62026828 ] hex=[ 00000000 00000120 00000012 00000002 6b224d79 88050530 03b27410 03b2741c 03b27428 03b27434 03b27440 03b2744c ]
ailist blk=1 pid=32 list=5 off=0x0a0 size=1
aielem blk=1 pid=32 list=5 idx=0 node=0x33655868 f0=4.03574e-43 f1=0 ints=[ 288 0 1065353216 0 0 0 0 0 2129774730 -1946145440 164749720 878547960 ] hex=[ 00000120 00000000 3f800000 00000000 00000000 00000000 00000000 00000000 7ef1c88a 8c002d60 09d1e198 345d93f8 ]
ailist blk=1 pid=32 list=8 off=0x0c4 size=1
aielem blk=1 pid=32 list=8 idx=0 node=0x347d28d8 f0=4.76441e-44 f1=9.6575e-21 ints=[ 34 506883280 506883284 506883284 1935961697 3503711 2010367623 -2013150891 0 0 0 0 ] hex=[ 00000022 1e366cd0 1e366cd4 1e366cd4 73646e61 0035765f 77d3c687 8801c155 00000000 00000000 00000000 00000000 ]
ailist blk=1 pid=32 list=10 off=0x0dc size=1
aielem blk=1 pid=32 list=10 idx=0 node=0x347d2bd0 f0=4.03574e-43 f1=4.76441e-44 ints=[ 288 34 506883088 506883092 506883092 2147483647 1982908134 -1946037029 1598968388 1182164033 872443250 880181800 ] hex=[ 00000120 00000022 1e366c10 1e366c14 1e366c14 7fffffff 7630c6e6 8c01d4db 5f4e5244 46766441 34006d72 34768228 ]
ailist blk=1 pid=32 list=14 off=0x10c size=2
aielem blk=1 pid=32 list=14 idx=0 node=0x348178f0 f0=4.76441e-44 f1=0 ints=[ 34 0 11908609 879555176 1801604281 -2147150592 880900368 880900368 141 167 92 53 ] hex=[ 00000022 00000000 00b5b601 346cf268 6b624cb9 80051500 34817910 34817910 0000008d 000000a7 0000005c 00000035 ]
aielem blk=1 pid=32 list=14 idx=1 node=0x34817730 f0=4.76441e-44 f1=1.4013e-45 ints=[ 34 1 11908609 103 1801080177 -2147154014 880899920 880899920 880899920 245 209 257 ] hex=[ 00000022 00000001 00b5b601 00000067 6b5a4d71 800507a2 34817750 34817750 34817750 000000f5 000000d1 00000101 ]
ailist blk=1 pid=32 list=23 off=0x178 size=1
aielem blk=1 pid=32 list=23 idx=0 node=0x347d2d60 f0=4.03574e-43 f1=3.88586e-38 ints=[ 288 22253808 880900560 880900584 880900584 -1 1986184744 -2147361244 0 0 0 0 ] hex=[ 00000120 015390f0 348179d0 348179e8 348179e8 ffffffff 7662c628 8001de24 00000000 00000000 00000000 00000000 ]
aiblk seq=2 blk=2/8 at=0x0d744f80 pid=496 rate=1:0.8 target=0:-2147480387 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=2 pid=496 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=3/8 at=0x0d745134 pid=512 rate=1:0.8 target=0:0 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=3 pid=512 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=4/8 at=0x0d7452e8 pid=0 rate=0:2.6241e+33 target=0:1996579006 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=4 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=5/8 at=0x0d74549c pid=0 rate=0:2.6241e+33 target=0:1996579006 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=5 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=6/8 at=0x0d745650 pid=0 rate=0:2.6241e+33 target=0:1996579006 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=6 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aiblk seq=2 blk=7/8 at=0x0d745804 pid=0 rate=0:2.6241e+33 target=0:1996579006 boost=0:0,0 g4=0:0,0 f3=0:1,1,1 civ=0
ailists seq=2 blk=7 pid=0 nonEmpty=0 sizes(1..27)=[ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ]
aievent seq=0 run=0 pass=-1 agent=0x00000000 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=1 run=1 pass=0 agent=0x335c1040 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=2 run=1 pass=0 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=3 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=4 run=1 pass=0 agent=0x335c1040 probe=12 StrategyAIAgent::IssueRouteForFleets [list 14]
aievent seq=5 run=1 pass=0 agent=0x335c1040 probe=11 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aievent seq=6 run=1 pass=0 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=7 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=8 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=9 run=1 pass=0 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=10 run=1 pass=0 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=11 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=12 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=13 run=1 pass=0 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=14 run=1 pass=0 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=15 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=16 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=17 run=1 pass=0 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=18 run=1 pass=0 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=19 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=20 run=1 pass=0 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=21 run=1 pass=0 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=22 run=1 pass=0 agent=0x335c1040 probe=9 AITAdvanceIdleShips::Execute
aievent seq=23 run=2 pass=1 agent=0x335c1040 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=24 run=2 pass=1 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=25 run=2 pass=1 agent=0x335c1040 probe=14 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aievent seq=26 run=2 pass=1 agent=0x335c1040 probe=12 StrategyAIAgent::IssueRouteForFleets [list 14]
aievent seq=27 run=2 pass=1 agent=0x335c1040 probe=11 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aievent seq=28 run=2 pass=1 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=29 run=2 pass=1 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=30 run=2 pass=1 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=31 run=2 pass=1 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=32 run=2 pass=1 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=33 run=2 pass=1 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=34 run=2 pass=1 agent=0x335c1040 probe=13 StrategyAIAgent::AcquireFleetsForTask
aievent seq=35 run=2 pass=1 agent=0x335c1040 probe=10 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aievent seq=36 run=2 pass=1 agent=0x335c1040 probe=9 AITAdvanceIdleShips::Execute
aievent seq=37 run=2 pass=1 agent=0x335c1040 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=38 run=3 pass=0 agent=0x335c13c8 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=39 run=3 pass=0 agent=0x335c13c8 probe=8 AITBuildDeepScanShips::Execute
aievent seq=40 run=3 pass=0 agent=0x335c13c8 probe=9 AITAdvanceIdleShips::Execute
aievent seq=41 run=4 pass=1 agent=0x335c13c8 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=42 run=4 pass=1 agent=0x335c13c8 probe=8 AITBuildDeepScanShips::Execute
aievent seq=43 run=4 pass=1 agent=0x335c13c8 probe=9 AITAdvanceIdleShips::Execute
aievent seq=44 run=4 pass=1 agent=0x335c13c8 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=45 run=5 pass=0 agent=0x335c3718 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=46 run=5 pass=0 agent=0x335c3718 probe=8 AITBuildDeepScanShips::Execute
aievent seq=47 run=5 pass=0 agent=0x335c3718 probe=9 AITAdvanceIdleShips::Execute
aievent seq=48 run=6 pass=1 agent=0x335c3718 probe=0 StrategyAIAgent::RunTaskList [control+pass]
aievent seq=49 run=6 pass=1 agent=0x335c3718 probe=8 AITBuildDeepScanShips::Execute
aievent seq=50 run=6 pass=1 agent=0x335c3718 probe=9 AITAdvanceIdleShips::Execute
aievent seq=51 run=6 pass=1 agent=0x335c3718 probe=15 StrategyClient::BuildTurnCommands [control]
aievent seq=52 run=6 pass=1 agent=0x335c3718 probe=15 StrategyClient::BuildTurnCommands [control]
aiprobe seq=2 idx=0 installed=1 turn=6 total=6 pass0=3 pass1=3 other=0 StrategyAIAgent::RunTaskList [control+pass]
aiprobe seq=2 idx=1 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 StrategyClient::OrderList16 [list 16 emit]
aiprobe seq=2 idx=2 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITRaid::Execute
aiprobe seq=2 idx=3 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITColonize::Execute [+Goal]
aiprobe seq=2 idx=4 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITEscortGateInvade::Execute [+Goal]
aiprobe seq=2 idx=5 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITInvade::Execute [+Goal]
aiprobe seq=2 idx=6 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITNodeBore::Execute
aiprobe seq=2 idx=7 installed=1 turn=0 total=0 pass0=0 pass1=0 other=0 AITBuildPoliceShips::Execute
aiprobe seq=2 idx=8 installed=1 turn=4 total=4 pass0=2 pass1=2 other=0 AITBuildDeepScanShips::Execute
aiprobe seq=2 idx=9 installed=1 turn=6 total=6 pass0=3 pass1=3 other=0 AITAdvanceIdleShips::Execute
aiprobe seq=2 idx=10 installed=1 turn=8 total=8 pass0=4 pass1=4 other=0 StrategyAIAgent::RequestBuildForTask [lists 3,1]
aiprobe seq=2 idx=11 installed=1 turn=2 total=2 pass0=1 pass1=1 other=0 StrategyAIAgent::AssignFleetsAndIssueOrders [lists 14,8,10]
aiprobe seq=2 idx=12 installed=1 turn=2 total=2 pass0=1 pass1=1 other=0 StrategyAIAgent::IssueRouteForFleets [list 14]
aiprobe seq=2 idx=13 installed=1 turn=10 total=10 pass0=5 pass1=5 other=0 StrategyAIAgent::AcquireFleetsForTask
aiprobe seq=2 idx=14 installed=1 turn=10 total=10 pass0=9 pass1=1 other=0 StrategyAIAgent::IsClaimedByAnotherTask [entry only]
aiprobe seq=2 idx=15 installed=1 turn=5 total=5 pass0=0 pass1=4 other=1 StrategyClient::BuildTurnCommands [control]