20 KiB
Roadmap
Groomed 2026-09-08. Replaces the phase-0/phase-2 backlog, all of which shipped. The board
(board.md) is the ledger of findings; this is the plan. The product is sots-engine — our
code. RE findings are inputs to it, and the measure of progress is how much of the game runs in
our engine, verified against the original. Every number here is measured; the source is named.
1. The engine today (sots-engine main, ~33k LOC, ctest 46/46, 1,031 addresses, clean-room, MIT)
| module | LOC | what it is | verification |
|---|---|---|---|
mars/parse, mars/text |
1,774 | brace-block + flat-KV + CSV readers (the Mars::Script pull tokenizer, first-wins keys) |
oracle 1,531/1,531 + 64/64 |
mars/vfs |
788 | .gob ZIP + native-override VFS (the ./Mods mechanism) |
10,268 files CRC-clean |
mars/stream |
5,407 | save reader/writer, 386-class wire schema, SchemaProbe, CoverageArchive |
100% named coverage, byte-identical round-trip, 11 saves |
mars/rng |
244 | MT19937 + all seven entry points (NextFloat/NextInt/Chance/NextUInt/FloatRange/IntRangeBell/GaussianRange) |
live: every draw of a turn attributed |
game/data, game/design, game/config |
3,835 | weapons/sections/tech/strings catalogs, design rules, hull class, tuning | 229,042 values 0 diffs; 127/127 designs |
game/effects, game/events |
1,531 | tech effects, EventStorage (turn-bucketed, dedup) |
live: research slice 35 calls / 0 div |
game/sim |
3,382 | economy (ComputeBudget, output term), research + unlock cascade, colony, movement |
live: budget 4,437 / output 24,357 / research 35 / movement 45 calls — all 0 div on declared regions |
game/nav, game/combat |
1,163 | route classifier + failure bits; retreat planner | offline vs 58 waypoints / 46 plans, 0 failures; retreat never instrumented |
app (sots_turn) |
1,754 | the standalone: load save → walk all three drivers' phase order → write save; divergence + completion metric | 11/11 saves run; ref pair 209 → 158 leaves, closed 51 / regressed 0 |
shim |
769 + hooks | proxy binkw32.dll + MinHook trace/compare/replace harness — scaffolding, to be displaced |
it is the instrument, not the product |
What the engine can do end to end today: read every shipped asset and every save byte-for-byte, run the economy/research/movement/output pieces to the original's numbers, and step a turn with 16 of 44 driver phases and 5 of 37 tail phases modelled (10 committed). It cannot yet reproduce a turn.
2. The milestone, restated — 2026-09-09 (after the determinism arc)
sots_turnloads a save, runs one strategic turn, and writes an autosave that byte-matches the original's — for a stated procedure and route.
Two days of lanes went into determinism and the foundation is now laid. What is measured:
- The sim is deterministic given the command stream. Every draw of a turn attributed by return address; the strategic generator's residual is 0 on every measured turn.
- The AI is deterministic given (seeds, visit order). Its per-process seed is one word per
client, minted from the global generator — which does nothing else on an encounter-free turn.
Pinning the seeds collapses a rich turn's divergence from 94 leaves to one transposition, and
that transposition is the order of two heap pointers: the fleet-assignment pass walks a
container keyed on
fleet->Location. There is no original order to match; we choose one member of its outcome set and say so (orders.h). The visit order is written into the block (list 10), so a captured run carries its own. - The route is part of the procedure. The same turn reached by continuation and by load gives
different, individually reproducible results, because a
Colonizetask alive in the AI agent by continuation is absent after a load. Certified pairs live inverify/results/saves/certified-pairs.mdas(save, procedure, route, hashes, processes, masks); a hash without its route is not a claim. - Exposure is a screen, not a decision procedure (rule 26(c)): it says a control is likely to vary; it cannot certify one will agree.
So the rungs stand as written below, with one scope line each:
- Rung A — byte-match modulo the command stream, on a load→turn procedure. Canonical pair
ref-turn2 → turn3. 204 leaves open; the RE for them is done (§3-old items 1b/1c/7). - Rung B — byte-match given the recorded stream. Climbed to outcome 3 on the first rich turn
(lane CV): the replay runs and consumes the whole stream; the result is a ranked leaf list of
thirteen named subsystems, zero ungrouped — 1,092 leaves. Two blockers sit upstream of the
turn (§3, track 0). The tail's sim draw fires on this workload (
tscr = 253), so Rung B needs the same generator model as Rung A — that correction is load-bearing here. - Rung C —
game/aideterministic given (save, seeds, visit order). C-exact survives literally on that basis; the comparison side (--relabel-new-ids) ships with both acceptance halves. The engine side is not built:game/aimints no fleet ids yet.
What stops now. Further RNG/determinism lanes, unless a rung is actually blocked by one. Board row count as a success signal — 89% of 444 rows measures campaign activity, not the product. The value-domain census as a work generator — it is a screen; use it when a lane needs a corpus count.
What the headline is. Displacement (tools/displacement.py): 3 replaced / 7 compared /
7 modelled / 3 mapped, unmoved for two days. And the phase catalogue: 14 of 44 driver phases,
2 of 37 tail. Those two numbers are the product.
2-old. The milestone as restated 2026-09-08 (kept for the record)
sots_turnloads a save, runs one strategic turn, and writes an autosave that byte-matches the original's.
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. Canonical reference pair is nowturn2-state → turn3-state— deterministic, oracle-hashed.turn1-state → turn2stays 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.Correction 2026-09-09. I previously told lane RB that Rung B was insulated from the strategic generator "because replay runs no AI". That was wrong, and the resolver caught it. Replay does run the post-combat tail (
command_replay.h:83), and lane AC has now measured a sim draw in that tail — onS+0x16c, gated on a predicate over save fields, nothing to do with the AI. So Rung B needs the same generator model as Rung A: the tail's draws are ours to reproduce in both. The canonical pair is untouched by the predicate (tscr = 252, no fleet at a trade sector), so nothing already measured is invalidated — but a replay of any raid turn would have diverged silently under the reasoning I gave. -
Rung C —
game/aias a deterministic function of (save, per-client seed). The original's AI is not non-deterministic: it is MT19937 from one 32-bit word per AI client, drawn once at construction from a per-process global generator — and that generator is one we already own bit for bit. Two strengths:- C-exact. Given the seeds captured from an original run (
sots_turn --ai-seed <netid>=<hex>), our AI's block equals that run's block element for element and the autosave byte-matches, on every captured run. This is the user's framing made literal: make the AI deterministic and the old approach still pays. Precondition:game/aimust consume the client stream in the original's order and count, including draws whose result never reaches the save — a per-client draw ledger is the prerequisite (the site table already shows ~8 words/turn on these boards). - C-set. Where seeds were never captured — the historical
turn2-state.sav, which no process including the original can reproduce — our canonical pick must be a member of the outcome set of the one seed-sensitive decision. Lane L4 has the XNC arm (k = 6, four observed, all inside) and one arm unaccounted for (BIO_GnMod, 2 of 6), so "we can name all k" is to prove, not proved. The set is the support of a random draw, not a set of equal-score candidates.
- C-exact. Given the seeds captured from an original run (
Mechanism, measured (lane L1, not inferred): the per-client generator at StrategyClient+0x134
is seeded from NextUInt on the global generator at 0x00af6e58, which is live and per-process;
the seed is in no save. Only one of three empires shows the effect because only one reaches the
candidate walk (lane L4) — the other two are stream-insensitive by code path. My earlier
"pointer-ordered tie under ASLR" inference was wrong and is withdrawn.
Rung B is unaffected: --turn-commands replay stays the no-AI path, and the canonical pair stays
turn2-state → turn3-state until the pin probe promotes the creation turn.
3. The plan — three tracks, in priority order
Track 0 — make the gate honest, then clear the two upstream blockers
The gate reported 59/59 for a day while the corpus tests skipped (SOTS_SAVES_DIR unset on
CT111). With the corpus it is 57/59: the coverage ratchet broke when the corpus grew 22 → 43
(rule 27, as designed), and a writer defect appeared. tools/gate.sh --fresh is now the gate and
it fails if a corpus test skips.
| # | item | module | evidence | why first |
|---|---|---|---|---|
| 0a | ProjectName reads usnc as one item; the wire is a usp/usc pair. 12 of 43 saves round-trip 12 bytes short. |
mars/stream |
lane CV; ad-turn27 has usnc == 1 |
no byte-match claim is possible on the ad-*/ar-* family until the writer is exact; re-prove byte-neutrality after |
| 0b | Re-type what the ratchet caught — the spy saves (ap-*) and whatever else dropped pct below 99.99. |
mars/stream |
tools/gate.sh output |
the ratchet did its job; honour it |
| 0c | List-5 applier cannot fire because the memory capture cannot type 7 of 8 fields. One UI run (two sliders, two values) settles it. | shim capture | lane CV | the only list with an applier, at zero |
Track 1 — displacement: compared → replaced, then modelled → compared
Only replaced means the original's code did not run. The bar, written once: an un-instrumented
oracle first (certified-pairs.md format), then the same procedure with the hook in replace
mode and the same hashes, with a count from the hook proving the path executed (rule 1).
| # | module | today | evidence for the attempt | target |
|---|---|---|---|---|
| 1a | TechTree::ProcessResearch + unlock cascade |
compared | 35 calls / 3 workloads / 0 div; advance prediction held on a changed workload | replaced — lane CR running |
| 1b | ServerSystem::ComputeTotalOutput + GroupOutput |
compared | 24,357 calls, 0 undeclared writes — but 13 distinct states (rule 23) | replaced, after widening the state set |
| 1c | ServerSystem::ProcessTurn (colony) |
compared | 36 calls 0 div; 3 owned systems, gates all zero | replaced, on a save with gate traffic |
| 1d | game/nav, game/design, game/combat retreat, mars/vfs |
modelled, never hooked | host-tested only | compared — one lane each |
Track 2 — Rung B worklist, ranked against a real rich turn (lane CV, residual 0)
| leaves | subsystem | note |
|---|---|---|
| 539 | morale event ring cme2 |
not a module — a fixed 11-slot ring shifted by 27 appended events of three kinds (colonisation, savings band, population). It is the reporting surface of the next three rows and closes when they do |
| 154 | colony growth / repair / bonuses | §3-old 1b/1c — Pv* is mixed: PvPop/PvInfra hold the uncapped projection, PvSuit/PvRes the pre-turn current |
| 150 | fleet objects | needs the gather/mint (Rung C engine side) |
| 79 | T34 RecordObservedDesigns |
largest independently closable stub, no upstream dependency — do this one first |
| 30 | player money + counters | §3-old item 1 chain |
| 23 | TShn |
watchpoint specified (§3-old 4) |
| 23 | system↔fleet membership | with fleet objects |
| 20 / 20 / 15 / 13 / 10 / 8 / 6 | ShipRecs · build queues · other system · crep/CD · id lists+generator · turnstats · trade manager | |
| 5 of 6 regressions | one ntdev predicate |
cheapest fix in the list |
ModCount residual 2 is localised to lists 1/7/12; the only uniform reading is list 7 at 2 bumps —
a prediction fitted to one observation, falsified by any capture with a colonize count ≠ 2.
§3-old — Rung A leaf ranking (still valid for the items it names)
| # | engine deliverable | module | RE input (done unless noted) | closes |
|---|---|---|---|---|
| 1 | ComputeOutput turn pathS11 civilian growth. One input — imperial carrying capacity — gates the human's Sav, PvSav, BnkEl and BnkPr on both pairs. |
game/sim |
lanes E1/C3 | the budget leaves + unblocks T36 |
| 1b | S11 civilian growth — the new item 1 |
game/sim |
needs imperial carrying capacity | the human budget cluster |
| 1c | Ship::RepairCost 0x00815180 — the ninth output input, unread; taken as 0, so a colony with a damaged fleet reads high |
game/sim |
unread | output accuracy |
| 2 | ShipCensus + alliance mask into BuildTurnRecord |
app |
lanes D2/A2 | +24 turnstats leaves when item 1 lands |
| 3 | encounter-detection draws in the generator model | game/sim + app |
lane I bound; lane H measuring now | last 2 RNG words |
| 4 | nve visibility recordAFlags, not VFlags/EFlags, and all three agree on nearly every corpus system so the wrong one looks right. Remainder: TShn (10/pair, gate proven NOT AFlags, watchpoint specified), rcex (6/pair, unexplained). |
game/sim |
lane E3 | 51 leaves closed |
| 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+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: --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
table means compared against the live game and the build fails if it drifts silently.
4. Future engine modules (breadth, ranked by what it unblocks)
game/ai—AIPlayer, fuzzyIAIRule,StrategyAIAgent. Essentially unread; proven to gate Rung B. Known:AISystem::Writeemits nothing; the 3AIAgentsave blocks are cache state (typed, 10 element layouts unexercised).game/combatbeyond the planner — resolver (7,641 B, orchestration only) and retreat are mapped; the six pipeline callees and the tanker fold are unread; nothing here has run under an instrument. Combat simulation (GameCombatSim) stays parked.- trade + spy managers — all 11 virtual targets named; four can draw RNG and none has fired (no trade routes / spy program in the corpus).
net/— the lockstep protocol. Direct IP works in the original without GameSpy; our engine inherits determinism to the word, so a lockstep peer is mostly serialization we already own.- UI and renderer — not on any path; DXVK carries rendering for the original.
5. Workloads to manufacture (an unexercised path is a hypothesis)
- orders save → End Turn → autosave — the Rung-A reference (human commands in-file).
- trade routes + spy program — the four tail draw sites;
spies2/SysMem/mtselements. - a cruiser (2 census leaves), a DN platform (the third).
- a Liir fleet — waypoint type 2 is the Liir drive, not a node line; a Hiver game — types 4/5.
- a battle with
res->+4clear and a partial retreat — resolver + retreat instrumented; tests theNMnxprediction and the predicted zero-ship-fleet bug in the original. ResErrRolltrue enteringProcessResearch— save exists; needs one turn funding > ½ a tech.- expense sliders / debtor / aid — likely dead in 1.8; debtor ≈ 35 turns. Low priority.
6. Multiplayer revival (lane G2)
- Tier 0 (hours):
/concurrent /join 127.0.0.1:3369— two clients on one VM, no server. Predictions written; queued behind lane H for VM140. - Tier 1: availability responder, byte-specified; probably a no-op (fails open on DNS failure).
- Tier 3 (config, not code): self-hosted OpenSpy/UniSpy with the
swordots/Z5gR9Z/1381 row; fix queryport 3369 (not 6500) and add the 16 custom QR2 keys (ids 50–65). - No CD-key code exists; 333networks ruled out (v0 only).
7. Method and infrastructure
guides/method-rules.md(18 rules) is the contract for every lane brief. Rule 18 — measure first, the lab exists — is why the RNG ledger closed in one VM session after three static lanes.- Reachability claims older than lane V2 are lower bounds; re-check "no caller" findings with
tools/vtable_map.py. Never trust Ghidra's function end (five lanes bitten). - Regenerate the determinism-oracle autosaves on VM140 (lane N overwrote them; lane H doing it).
- Board rows superseded by later rows are marked
SUPERSEDEDat integration — keep doing it. - Displace the shim: each hook that reaches
replacewith 0 divergences is code the original no longer runs. Track that count; it is the honest "how much of the game is ours" number.
Parked
- Battle-load bug (thread contention) — resume only with a reason.
- Renderer — after the sim byte-matches.