# 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 **Lane L5 got here first, on VM146, from the other end.** `turn1-to-turn2-nondeterminism.md` is the owner of this result and it is the better-designed experiment: three runs including a pair with *identical* hooks that still disagreed, which rules out the instrument in a way my configurations cannot. What follows is an independent third-instrument corroboration and one thing it adds. `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. **What this instrument adds to L5's result.** L5 measured the divergence in the *save*. This lane sees it in the **`TurnCommands` block**: player 512's research-target gate carried techId **288** on the instrumented run and a different id on the others, in the block the client submits. So the divergent decision is made **client-side, before submission**, and reaches the save as a command like any other — it is not the sim diverging on identical input. That is consistent with L5's inference (a tie broken by per-process iteration order over a pointer-keyed container) and it removes the sim from the list of suspects, which their instrument could not do. Second corroborating detail: across L5's three runs and this lane's two, the observed values are `BIO_GnMod`, `XNC_TrnsLir2`, `XNC_TrnsHvr2`, `XNC_TrnsHum2`, `XNC_TrnsMorr2` — **five distinct values in five runs**, and four of the five are the same tech with a different **species** suffix. A selection walking a species- or player-keyed container and taking whichever arm it reaches first fits that shape exactly; a numeric roll over a flat tech list does not. The right probe is the one L5 names: read the AI client's generator state after construction in two processes, and — from this side — put a write watchpoint on the block's research-target payload at `block+0x10` to catch the writer with its call chain. --- ## 3.2 The tie set — where the one non-reproducible decision actually comes from The coordinator's question: if that pick is a **tie** broken by something per-process, the original's outcomes form a small enumerable set, and a deterministic `game/ai` can pick canonically and claim *"our choice is one of exactly k, and here are all k"*. Naming k needs the candidate list. Predictions are in `sots-engine` `docs/L4-predictions.md` (addendum, committed before the research instrument was written). **P10 is falsified, in the direction that makes k easy.** ### The structure, read before the run Process Turn phase 18 (`0x006caf70`) tries **three** producers and takes the first non-null: ``` eax = 0x006a84f0(agent) ; producer A if (!eax) eax = 0x006c27c0(agent) ; producer B if (!eax) eax = SelectResearchTarget 0x006c8890(...) ; producer C, the candidate walk if (eax && eax != player->+0x294) cl_SetResearchTarget() ``` `cl_SetResearchTarget 0x00578f60` takes the tech's **name**, not an id — phase 18 resolves the chosen object's `std::string` at `+0x4` through the short-string union and pushes the `char*`. That detail is what made the outcome directly loggable. Producer C walks a vector of 0x0c-stride candidates **front to back** and returns the first that `TryResearchCandidate 0x006c8580` accepts. **No sort, no score, no comparator** — the vector's order is the priority. If nothing is accepted it falls through to a three-arm rotation seeded by `0x006b36e0(agent) & 7` over two eight-entry `.data` tables (`0x00a1a544` = `2 0 2 0 2 1 2 0`, `0x00a1a564` = `0 2 0 2 1 0 2 0`). ### What ran One End Turn from `turn1-state.sav`, three dump hooks and four reachability probes: | | count | |---|---:| | producer A `0x006a84f0` entered | **3** — once per AI player | | producer B `0x006c27c0` entered | **3** | | `SelectResearchTarget` entered | **1** | | candidates offered to `TryResearchCandidate` | **1**, `{w0 = 2, w1 = 12}` | | fallback index `0x006b36e0` / arm `0x006c8670` | **0 / 0** | Outcomes, in the order they were set: `IND_Waldo` (player 32), `DRV_PlsFiss` (player 496), `XNC_TrnsMorr2` (player 512, `species = 2`, `curTarget = 0`). **Three things follow immediately.** **1. Only one of the three AI players reaches the candidate walk.** Players 32 and 496 got their targets from producer A or B and never entered `SelectResearchTarget` at all. That is why they are stable across every run of both lanes and 512 is not: they are on a different code path. P12's control holds in substance and for a better reason than predicted — it is not that their first candidate is always acceptable, it is that they have no candidate walk. **2. The candidate stream has length one, so arrival order is not the mechanism. P10 falsified.** The single candidate is `{2, 12}` — small integers, not pointers, and not a tech: it is a **category**. `TryResearchCandidate` resolves that category to a concrete tech, and *that* resolution is what varies. A vector of one has no order to scramble. **3. It is not the fallback either.** Both fallback probes read zero, so the three-arm rotation — the other candidate mechanism, with `k <= 3` by construction — did not run. Both of P10's named falsifiers fired against it, which is the useful outcome: the variation is inside `0x006c8580`. ### k, named `TechTree/MasterTechList.tech` settles the size without another run. `XNC_ROOT` allows exactly six tier-1 techs, one per species, **all at RP 2000**: ``` CCC_TrnsHum CCC_TrnsLir CCC_TrnsTrk CCC_TrnsHvr CCC_TrnsZul CCC_TrnsMorr ``` and each of those allows exactly one tier-2 successor in the same `XNC` family: | tech | RP | |---|---:| | `XNC_TrnsTrk2` | 13000 | | `XNC_TrnsHum2` | 15000 | | `XNC_TrnsHvr2` | 15000 | | **`XNC_TrnsMorr2`** | 16000 | | `XNC_TrnsLir2` | 25000 | | `XNC_TrnsZuul2` | 30000 | So for a player whose frontier is that family, **k = 6 and all six are nameable**. Across six runs of this workload between lanes L4 and L5 the observed picks are `XNC_TrnsHum2`, `XNC_TrnsHvr2`, `XNC_TrnsLir2`, `XNC_TrnsMorr2` — **four of the six, and every one inside the set**. Neither of the two unobserved members has been contradicted; they are simply not yet drawn. **The costs are not equal**, which is the load-bearing detail: 13000 to 30000. A cost-ranked selection would pick `XNC_TrnsTrk2` every time. It does not. So the resolver is not ranking — it is taking whichever member of the available set it reaches first, and *that* is the per-process quantity. Exactly the shape lane L5 inferred, now with the container identified as the player's available-tech set rather than the task list. ### The second capture, which closes the category question A second process, same build, same workload, same click path: | | run R1 | run R2 | |---|---|---| | producers A / B entered | 3 / 3 | 3 / 3 | | `SelectResearchTarget` entered | 1 | 1 | | candidate stream | **one entry, `{2, 12}`** | **one entry, `{2, 12}`** | | fallback index / arm | 0 / 0 | 0 / 0 | | player 32 target | `IND_Waldo` | `IND_Waldo` | | player 496 target | `DRV_PlsFiss` | `DRV_PlsFiss` | | **player 512 target** | **`XNC_TrnsMorr2`, techId 288** | **`XNC_TrnsHum2`, techId 282** | | `(Autosave).sav` | `e43ec1d2b443c101` | **`d59bb9f2fd0eb535`** | **The category is stable and the outcome is not.** Two processes, the same single candidate `{2, 12}`, two different techs — so the variation is inside `TryResearchCandidate` and nowhere else. The candidate vector is not the tie set; the tie set is what the resolver can return for that category. Both observed values are in the six-member `XNC_Trns2` family, and their ids differ by six (282 and 288), consistent with the family occupying a short run of consecutive ids. **And the instrument is exonerated on this workload too.** R2's post-turn autosave is `d59bb9f2fd0eb535` — **byte-identical to the `hooks=off` control run** of §3.1, which produced the same tech. Twenty detours installed, and when the tiebreak lands the same way the bytes land the same way. That is a cleaner statement than a single-hash rule-19 control could have made here: the only free variable in the whole turn is the tiebreak. ### The one thing that does not fit, said plainly The fifth observed value is **`BIO_GnMod`** (lane L5's run B, and the value in the reference `turn2-state.sav`). It is family `BIO`, RP 4000, allowed by `BIO_ROOT` — **not** in the XNC set. So either the category candidate `{2, 12}` is not constant across processes, or the resolver can leave the family. This lane captured the candidate stream **once**; one sample cannot show a category is constant. That run was taken and `{2, 12}` repeated while the outcome moved, so the category is not what varies. `BIO_GnMod` therefore came from a run whose *available set* differed — a player whose frontier included a `BIO` tech as well — or the resolver's set is broader than one family. Two captures cannot separate those. **Honest status of the claim**: the *mechanism* is measured and measured twice — a resolver picking from an unordered available set, not a tie in the candidate vector (length one, both runs) and not the fallback rotation (zero hits, both runs). The *set* is named exactly for the arm observed in both captures. Whether the resolver's set is ever wider than that family is **not** settled, and `BIO_GnMod` is the standing reason to doubt it. The probe that settles it is one more capture on a run that produces a non-XNC value, or an entry probe inside `0x006c8580` on whatever container it walks. ### What our engine should do The verification claim the coordinator asked for is available and it is worth restating precisely: > A deterministic `game/ai` picks the canonical member of the tie set — canonical by tech id, which > is what the command carries anyway. The claim is then **"our pick is a member of a set of six we > can name from the shipped tech data, and every observed original run picked a member of that > set"**, which is checkable against any number of original runs without ever needing them to agree > with each other. That is strictly stronger than behavioural equivalence and it keeps a byte match reachable on every run where the original happens to land on the canonical member. It also costs nothing to implement: the set is a query on data the engine already loads. The second capture is done and it supports this: the category is stable, the outcome is not, and both outcomes are in the named set. What is still missing before the claim can be *asserted* is whether the resolver's set is ever wider than the one family — `BIO_GnMod` says it might be. Until that is closed the engine should keep masking the leaf, as lane L5 already has it, and carry the tie-set claim as the thing to prove rather than as a proved thing. ## 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=`. 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.