Joins the emission side (lanes AI1-AI3) to the counting side (A2, W2). Three results. The cost of applying a command is a property of its list, and the boundary is sharp: lists 1-16 each advance ModCount once per element, lists 17-27 never do. Four of the six prologue gates bump, one is free, and the sixth has no applier anywhere in the application path -- its cost is unknown, not zero. The batch applies the twenty-seven lists in a fixed order that is neither list nor offset order, with the six gates split across three separate per-player loops at three different points, and four of the sixteen bumps inlined into the batch rather than living in a handler, which is why a call-graph sweep under-counts them. Lane W2's four unnamed handler EIPs are named, and so are its two inlined ones, and the ten measured command bumps then decompose with zero residual. Four of the ten are the research-rate gate, one per submitted block, and one of those four is the human's. Two are list 14, on a turn that moved exactly one fleet -- which confirms lane AI2's P1 (an AI fleet order deposits two fleet-task elements where the interface deposits one) from the counter side, at no VM cost. The reference game is not what the record says. ref-turn2.sav IS turn2-state.sav; there are THREE AI players, not one, and the two dormant ones do run -- all three set a research rate and picked a research target on turn 1; and the four monster-faction players submit no command block at all, which is the first direct evidence that they have no client rather than an empty task list. Prediction committed for turn1-state: the same 12, out of a different set of commands -- 4 rate gates, 3 research targets, and three orders from the one AI with an empire, which are predicted to be a new design, a build order and a system-rates command, with NO fleet order on turn 1. The trap multiset it predicts contains two EIPs W2 has never seen and omits three it did, so it is cheap to falsify: one save swap on W2's unchanged watchpoint module. Also: phase 2 of the AI's turn is Hiver-only (a fifth cross-check on the species reading, and the reason one prologue gate has never been observed set), phases 29-33 are dead because the submit latches the client before it builds the send buffer, and cl_SetResearchTarget is AI-only surface with exactly one caller. 14 addresses in ghidra/addresses.d/lane-ai4.json; validated to a scratch path, 1,138 -> 1,152, no duplicate names.
20 KiB
What an AI turn emits, and what each command costs in ModCount
Lane AI4, 2026-09-08. Program sots / "Sword of the Stars.exe", ImageBase 0x00400000, all addresses VAs.
Static reading of the image plus the corpus saves and lane W2's watchpoint log; no VM time of my own.
Continues ai-stepping-and-passes.md (AI3), ai-task-system.md (AI2), ai-turn-logic.md (AI1) on the
emission side, and alliance-mask-and-modcount.md (A2) / watchpoints-modcount-status.md (W2) on the
counting side. The join between those two halves is what this lane is.
Addresses: ghidra/addresses.d/lane-ai4.json (validated with tools/gen_addresses.py to a scratch path;
1,138 → 1,152, no duplicate names).
0. The three answers, up front
1. ModCount's per-command cost is a property of the command's list, and there is a clean boundary at
sixteen: applying an element of lists 1-16 bumps the counter, applying an element of lists 17-27 does not. ApplyTurnCommandBatch 0x0088f9b0 is not a loop over players containing a loop over
lists — it is a flat, hand-written sequence of twenty-seven per-list loops (for each player block: for each element: apply), followed by three per-player gate loops, in a fixed order that is neither list order
nor offset order. Reading the sequence out and asking, at each of the 27 list sites and 6 gate sites,
whether a ModCount bump is on that path gives a complete cost table (§1). A2's rule "one bump per command
applied" is right in shape and wrong in detail: applying a list-17…27 element applies the command and
bumps nothing, and one of the six prologue gates is free as well.
2. Lane W2's four unnamed handler EIPs are all named, and so are the two inlined ones — and the answer
makes the ten measured bumps decompose exactly, with no residual. On ref-turn2.sav — which is
turn2-state.sav under another name, so this is the reference game — the ten command bumps are:
| bumps | EIP W2 recorded | what it is |
|---|---|---|
| 4 | 0x00821a87 |
the research-rate gate, 0x00821a80, applied once per submitted block |
| 1 | 0x0086c3e9 |
list 5, system rates — 0x0086c3e0 |
| 1 | 0x0084946e |
list 3, build order — 0x00849460 |
| 1 | 0x0088bf01 |
list 10 — 0x0088bed0 |
| 2 | 0x0089046f |
list 14, inlined at 0x0089046c — the AI's fleet order |
| 1 | 0x008657ad |
list 8, fleet move — StrategySim::MoveFleetCommand |
3. That confirms AI2's P1 from the ModCount side, at zero VM cost. AI2 predicted that
AI_IssueFleetTask deposits two list-14 elements per fleet where the UI deposits one. List 14's applier
fired exactly twice in a turn in which exactly one fleet was moved (one list-8 bump). The UI control
is human-turn2-orders.sav: one UI fleet move, one list-14 element. Two producers, two different
element counts, in the direction predicted. P1 holds.
1. ApplyTurnCommandBatch — the order the twenty-seven lists are applied in
ApplyAllTurnCommands 0x0078f6a0 computes n = (S->+0x178 - S->+0x174)/0x1b4 and tail-calls
0x0088f9b0(blocks, n) with ecx = S+4 (the StrategySim). The batch's body is a run of near-identical
blocks:
edi = blocks + <listMemberOffset>
loop over player blocks (stride 0x1b4):
for (node = list head; node != head; node = node->next)
playerId = *(int*)(edi - (listMemberOffset - 4)) ; block+0x04
<handler>(sim, playerId, &node->+0x8)
edi += 0x1b4
so the member offset is written literally in an add edi, imm8/imm32, and the player id is fetched with the
matching negative displacement. That pair identifies each block's list unambiguously. Applied order:
| # | list | member | per-element handler | bumps ModCount? |
|---|---|---|---|---|
| 1 | 6 | +0xac | 0x008784e0 |
yes @0x008784e3 |
| 2 | 11 | +0xe8 | 0x00821c30 |
yes @0x00821c33 |
| 3 | 20 | +0x154 | 0x008202e0 |
no |
| 4 | 19 | +0x148 | 0x00821ed0 |
no |
| 5 | 17 | +0x130 | 0x00865a70 |
no |
| 6 | 18 | +0x13c | 0x00865bd0 |
no |
| 7 | 5 | +0xa0 | 0x0086c3e0 |
yes @0x0086c3e6 |
| 8 | 23 | +0x178 | 0x008220b0 |
no |
| 9 | 24 | +0x184 | 0x00822180 |
no |
| — | gate loop A | +0x38 | §1.1 | mixed |
| 10 | 1 | +0x70 | 0x00882910 |
yes @0x0088291a |
| 11 | 4 | +0x94 | 0x00842f40 |
yes @0x00842f43 |
| 12 | 3 | +0x88 | 0x00849460 |
yes @0x0084946b |
| 13 | 21 | +0x160 | 0x008659a0 |
no |
| 14 | 2 | +0x7c | 0x0083d5d0 |
yes @0x0083d5d3 |
| 15 | 22 | +0x16c | (inline) | no |
| 16 | 9 | +0xd0 | 0x0085b6d0 |
yes @0x0085b70a |
| 17 | 10 | +0xdc | 0x0088bed0 |
yes @0x0088befe |
| 18 | 12 | +0xf4 | (inline) | yes @0x008902fe |
| 19 | 13 | +0x100 | (inline) | yes @0x008903b9 |
| 20 | 14 | +0x10c | (inline) | yes @0x0089046c |
| 21 | 15 | +0x118 | 0x00821d70 |
yes @0x00821d73 |
| 22 | 16 | +0x124 | 0x00821e20 |
yes @0x00821e23 |
| 23 | 7 | +0xb8 | (inline) + 0x00849280 |
yes @0x008905c8 |
| 24 | 8 | +0xc4 | 0x00865780 MoveFleetCommand |
yes @0x008657aa |
| 25 | 25 | +0x190 | 0x00865d30 |
no |
| 26 | 27 | +0x1a8 | 0x00867980 |
no |
| 27 | 26 | +0x19c | 0x00871030 |
no |
| — | gate loops B, C | +0x20, +0x24 | §1.1 | yes both |
The rule is clean, and it is a boundary at sixteen: lists 1-16 each cost one bump per element, lists
17-27 cost nothing. Not one exception in either direction. Eleven free lists, not the ten a partial read
suggested; the sixteen paying ones include four whose bump is inlined into the batch rather than sitting
in a handler (7, 12, 13, 14), which is why a call-graph sweep for ModCount writers under-counts them.
The 1-16 / 17-27 split looks like a real design boundary rather than an accident — the paying half is the half whose members lane Q's element records describe as orders against a game object, and the free half is where the settings-shaped payloads (weapon groups, defence layouts, populations, raid targets, civilian ratios) live.
Honest bound: "no bump" is read from the handler's own body swept to the next function start (rule 17)
plus the absence of an inline inc [reg+4] in that block. A bump inside a deeper callee of one of those
handlers would be invisible to this reading; the live control is that on two measured turns exactly six
distinct sites trapped and all six are in the "yes" column.
1.1 The three per-player gate loops, and which gates are free
The six prologue gates are not applied together. Three loops, at three different points in the batch:
| loop | at | gate tested | payload | bumps? |
|---|---|---|---|---|
| A | 0x0088fdb0, esi = block+0x38 |
+0x3c — the three floats |
written straight to player+0x224/+0x228/+0x22c |
no |
| A | 0x0088fdfa |
+0x14 — research target |
+0x10 techId |
yes, inline @0x0088fe0a |
| A | 0x0088ffb6 |
+0x0c — research rate |
+0x08 float → 0x00821a80 |
yes @0x00821a84 |
| B | 0x008907b1, esi = block+0x20 |
+0x20 — research boost |
+0x18 spend, +0x1c fraction → 0x00820560 |
yes, inline @0x008907bc |
| C | 0x0089080a, esi = block+0x24 |
+0x2c — group 4 |
+0x24 bool, +0x28 int → 0x00821b90 |
yes @0x00821b93 |
| — | not found in this function | +0x6c — CivilianRatios |
— | unknown |
Two things worth pulling out.
The +0x3c gate is free, it is AI-only, and it is Hiver-only. AI2 §4 records 0x00762ca0 (which sets
it) as having no UI caller, and AI1 §3.1 puts its producer at Process Turn phase 2. Reading phase 2's
body, 0x006c57e0, adds the third restriction: its fourth instruction after the prologue is
006c580a mov eax,[esi+0x10] ; the StrategyClient
006c580d mov eax,[eax+0x150] ; the ClientPlayer
006c5813 cmp DWORD PTR [eax+0x5c],1 ; Species
006c5817 jne 0x006c5a28 ; -> straight to the epilogue
player+0x5c is Species and 1 is Hiver, so the whole of phase 2 — including a cl_Chance draw at
0x006c592a and the 0x00762ca0 call at 0x006c59b6 — is skipped for every other species. That is a
fifth independent cross-check on AI2's species reading (after the Hiver gate creators, the Zuul
node-bore, the empty NPC arm and AI3's Zuul range exemption), and it explains cleanly why no save has ever
carried the +0x3c gate: the corpus has no Hiver player.
The +0x6c CivilianRatios gate has no applier in ApplyTurnCommandBatch. AI2 §4 already found it is
UI-only (0x007813b0, from 0x007f1820). Where it is consumed is open; its ModCount cost is unknown,
not zero, and §4 flags it.
2. The reference game, decomposed
turn2-state.sav and ref-turn2.sav are the same file (determinism-oracle.md, and both sha256
ab4ac2d7e2977260…, 66,739 B). So W2's watchpoint run is a measurement of this game, and the corpus
deltas and the trap log describe the same turns.
Eight players. Read straight off turn1-state.sav:
| idx | id | name | Species |
Elim |
Status |
plcy |
Status in turn2-state |
|---|---|---|---|---|---|---|---|
| 0 | 16 | re |
0 | F | 0 | 2 | 4 |
| 1 | 32 | Fane Lao | 2 | F | 0 | 2 | 4 |
| 2 | 496 | Singularity | 0 | F | 0 | 2 | 4 |
| 3 | 512 | Singularity | 2 | F | 0 | 2 | 4 |
| 4-7 | 528/544/560/576 | Alien Menace / Peacekeeper / Von Neumann / Independent Colony | 4 | F | 0 | 2 | 0 |
Exactly four players end their turn, and exactly four research-rate bumps fire. The four that do are
indices 0-3; the four that do not are exactly the four Species == 4 factions. That is a fourth independent
cross-check on AI2's species reading, from a completely different instrument (W2 §4 recorded
MarkPlayerTurnEnded for players 0 and 1 and no Status write for 4-7), and it is the first direct evidence
that the NPC/monster factions have no StrategyClient at all — not merely an empty task list.
Three of those four are AI players, not one. ai-turn-logic.md and alliance-mask-and-modcount.md both
describe the reference game as having "one AI player". It has three: 32, 496 and 512. Players 496 and 512
own nothing (Sav = 0, no colonies, no fleets, no systems — events.md §5 records that they never hold an
event) but they run: on turn 1→2 all three set ResRate 0.25 → 0.8 and picked a research target
(IND_Waldo, DRV_PlsFiss, BIO_GnMod). That is a correction to two published findings, and it is the
term that makes the arithmetic close.
2.1 Turn 2→3 (W2's measured window), fully attributed
| bumps | source | who |
|---|---|---|
| 4 | research-rate gate | one per submitted block: 16, 32, 496, 512 |
| 1 | list 5 — system rates | 32 |
| 1 | list 3 — build order | 32 |
| 1 | list 10 | 32 |
| 2 | list 14 — one AI fleet order | 32 |
| 1 | list 8 — that order's route | 32 |
| 2 | ProcessTurn entry, OnAllCombatDone_Tail |
— |
| 12 |
Zero residual. The human (16) issued nothing and still costs 1, because BuildTurnCommands 0x00783780
sets the research-rate gate unconditionally from live player state (AI1 §4.1). 496 and 512 cost 1 each
for the same reason and nothing else — they have nothing to command.
The save agrees: turn2-state → turn3-state shows NMnx 109 → 111 (two ids: ship 1760, fleet 1776),
NumDes unchanged, srb[0] 1 → 2, Maint 500 → 1000. A build of an existing design. No ResTNm
change on any player, which is why the research-target gate never traps in W2's log.
3. Predictions (rule 2) — written before the engine module was built
P1 — the cost table generalises: lists 1-16 pay, lists 17-27 are free
Prediction: on any turn, ModCount delta = 2 + A + Σ_blocks [ rate + target + boost + group4 + Σ_{L = 1..16} |list L| ], where A is the number of systems with Abdn set, each gate term is 1 when set
and 0 when clear, and lists 17-27 contribute nothing.
Falsified if: a turn whose block carries an element in one of the eleven free lists moves ModCount by
more than this. Cheapest test: not a VM run — a save whose block populates one of the eleven. None exists;
lists 17-27 have never been observed non-empty (lane Q), so that half of the table is a hypothesis in the
rule-6 sense even though it is read from the instruction stream.
Boundary case to check by hand (rule 23): a block whose only content is the always-set rate gate must cost
exactly 1, not 0 — and that is the case that carries four of the ten bumps on this save.
P2 — the composition of turn1-state's twelve
turn1-state → turn2-state is also 12, but it is not the same twelve, and that is the interesting part.
Three terms are forced by the saves themselves:
- 4 research-rate gates — the same four submitting players (all four go
Status 0 → 4); - 3 research-target gates — 32, 496 and 512 all move
ResTNm '' → <tech>; the human does not; - 2 drivers.
That is 9, leaving exactly three for player 32's real orders. Its observable outcome that turn is a new
design (Des[18 "Honor Lance"], NumDes 5 → 6), one destroyer built at its home system Ke'Dolarra
(srb[0] 0 → 1, Maint 0 → 500, PvSav 50,000 → 38,100, i.e. 11,900 spent before spine phase 0 — lane
B6's missing money), and one new fleet (1744, "Alpha Fleet").
Prediction: the three are list 1 (the new design), list 3 (the build order) and list 5 (system
rates) — and player 32 issues NO fleet order on turn 1: no list 8, no list 14, no list 10. Equivalently,
the AI's turn-1 emission is its turn-2 emission minus the whole fleet-order group (list 8 + 2 × list 14 +
list 10) plus the design command.
Test: the W2 watchpoint module, unchanged, armed on one End Turn from turn1-state.sav. The predicted
trap multiset is
{0x0088fe0a ×3, 0x00821a87 ×4, 0x0088291a ×1, 0x0084946e ×1, 0x0086c3e9 ×1, 0x007dc6f3 ×1, 0x007d92cd ×1}
— note it contains two EIPs W2 has never seen (0x0088fe0a, the research-target gate, and 0x0088291a,
list 1) and omits three it did (0x0088bf01, 0x0089046f, 0x008657ad).
Falsified if:
(a) 0x00821a87 fires other than 4× ⇒ "one block per turn-ending player" is wrong, and the whole per-player
base cost is wrong with it;
(b) 0x0088fe0a fires other than 3× ⇒ the AI's research target is not a TurnCommands gate, and ResTNm
is being written by something server-side;
(c) 0x0089046f or 0x008657ad fires ⇒ the AI did move a fleet on turn 1, and one of my three is wrong
— most likely list 5, which is the softest of the three;
(d) 0x0088291a does not fire ⇒ the AI's new design is not a command at all; it would then be created
client-side and carried inside the build order, and a design costs zero.
Why (d) is the valuable one: it is the difference between "the engine must emit a design command" and
"the engine must emit a design object the build order names", which are very different amounts of work.
P3 — a Hiver AI writes a command every turn that ModCount cannot see
Process Turn phase 2 (0x006c57e0 → 0x00762ca0) sets prologue gate +0x3c; §1.1 shows that gate's
applier does not bump, and that phase 2 returns immediately unless the player is Hiver.
Prediction: a Hiver AI player's TurnCommands block carries gate +0x3c set with three floats,
every turn, and no ModCount accounting will ever reveal it; a non-Hiver AI never sets it. Corollary: the
corpus can never show this gate, because it has no Hiver player — which is why lane Q has it as
"never seen set". The workload that would settle it is a Hiver AI game, and lane V has already shown
(rule 6) that manufacturing a save for an unexercised path beats weakening the claim.
Falsified if: a non-Hiver AI capture shows it set ⇒ some other producer reaches 0x00762ca0; or a Hiver
AI capture shows it clear ⇒ there is a second gate inside phase 2 that I read past.
P4 — Process Turn phases 29-33 emit nothing, ever
StrategyClient::EndTurn 0x00783be0 sets this->+0x15c = 1 at 0x00783c59, before it calls
BuildTurnCommands 0x00783780 (at 0x00783cd7) and SendEndTurn. Every order method opens
if (this->+0x15c) return false (AI1 §4.2). cl_EndTurn is Process Turn phase 28.
Prediction: phases 29-33 — including phase 32's 0x006af790 → 0x00769640, the colonize order — are
dead: they run, they call the order method, and it refuses. The AI's colonise orders therefore come only
from phase 20's task loop (AI3 §5's AITColonize path), never from phase 32.
Falsified if: an AI-turn capture shows a list-7 element that can only have come from phase 32, or a hook on
0x00769640 shows it returning true after cl_EndTurn.
Why it matters: a reimplementation that ports the phase list literally will emit an extra colonize command
per AI per turn and be one ModCount over on every turn with a colony ship.
P5 — cl_SetResearchTarget is AI-only, and it is phase 18
0x00578f60 has exactly one caller in the image: 0x006caf70, which is Process Turn phase 18. The UI
reaches the same order methods (0x00763110 / 0x00763180) directly from 0x005d20a0 / 0x005d2140.
Prediction: extends AI1's P4 — the façade entry 0x00578f60 is AI-only surface, and the number of
research-target bumps in a turn equals the number of AI players whose phase-18 gate opens. On the reference
game that is 3 on turn 1 and 0 on turns 2 and 3.
Falsified if: the trap count for 0x0088fe0a on turn 1 is not 3 (this is falsifier (b) of P2, seen from
the other end).
4. What this lane did not do
- Nothing ran under an instrument. Every new claim is read from the instruction stream or from the corpus saves; the live inputs are lane W2's log, not a run of mine. §3 is the measurement plan and it reuses W2's module unchanged — one save swap and one End Turn.
- The
+0x6cCivilianRatiosgate has no located applier (§1.1). ItsModCountcost is unknown, and the engine's cost function reports "not exact" when that gate is set rather than guessing zero. - The eleven "free" lists are free by direct reading only. No save populates any of them (rule 6), and a bump inside a deeper callee would be invisible. The claim is a lower bound on cost, stated as one.
- Which task emits which command is still not modelled — this lane closes the cost of a command and
the shape of a block, not the decision that produces it. Every task's
Executebody past its first few instructions remains unread (AI2 §10.1, AI3 §8), so the engine module emits nothing on its own: it provides the order API, the two-pass gate and the cost function, and a caller supplies the decisions. - List 10 is named only by position. Its applier
0x0088bed0sits next toDestroyFleetand its element is{i32, i32, counted i32}; AI3 §0 hasAssignFleetsAndIssueOrdersreaching lists 14, 8 and 10 together, and the turn that produced it also produced a brand-new fleet. "Assign these ships to this fleet" fits every one of those, and I am not naming it on that basis. turn3-state's successor was not measured. W2's second window (values 25→36) is turn 3→4 and no save of turn 4 exists in the corpus, so that window's composition is assumed to match turn 2→3 on W2's own statement that the two windows agree.
5. Corrections to earlier findings
alliance-mask-and-modcount.md§2.2 — "one per command applied out of every player'sTurnCommandsblock". Right in shape, wrong in detail: eleven of the twenty-seven lists apply their command without bumping (§1), and four of the six prologue gates bump while a fifth does not and the sixth has no located applier.alliance-mask-and-modcount.md§2.5 — "the 10 non-driver bumps are the AI's commands on a two-colony board". Four of the ten are the research-rate gate, one per submitted block, and one of those four is the human's. Six are AI commands, from one AI player of three.ai-turn-logic.md§8.1 /watchpoints-modcount-status.md— the reference game has three AI players (32, 496, 512), not one;ref-turn2.savisturn2-state.sav; and the fourSpecies == 4factions submit noTurnCommandsblock at all (§2).watchpoints-modcount-status.md§5 — "four of the twelveModCountwriters are unnamed". All four are named (§0.2), as are the two inlined ones.ai-turn-logic.md§3.1 — the Process Turn phase table. Phases 29-33 cannot emit;cl_EndTurnat phase 28 latchesclient+0x15cbeforeBuildTurnCommandsruns (§3, P4).