Commit Graph

14 Commits

Author SHA1 Message Date
Sylpheed RE agent
18a5a51c3d re: the arrival timetable confirmed live -- t is in SECONDS
ADN110/111/112 all carry first-keyframe time 170 on their _p1F routes, and in a
live run all three flipped from not-deployed to active at ~143s on the probe
clock. The probe zero sits roughly 10-20s into the mission, putting the arrival
at ~155-165s of mission time against a predicted 170.

That pins the unit as seconds: 170 frames at 30fps is 5.7s, so they would have
been active at the first sample and demonstrably were not. Three squadrons
sharing one timetable entry changing state in the same 5s window is not
coincidence. Flagged as a match rather than an exact measurement -- the probe
clock is not aligned to phase start.

Supersedes mission-arrival-watch.md's headline negative: 'no arrival has ever
been observed across six runs' was an instrument limit, not a fact about the
game. Its craft-counting analysis stays accurate -- craft counts conflate
deployment with attrition and cannot see an arrival at all.
2026-08-25 15:07:08 +00:00
Sylpheed RE agent
496745ef26 re: deployment is resolved at mission load; withdraw the take-off hypothesis
The run meant to catch a deployment step at take-off removed the hypothesis
instead. One continuous series of 64 samples over about 380 s, started when the
roster first appeared and running through the ready room, the transition to
flight at +47 s, and several minutes of flight, shows deployed at 41 and craft
at 292 with not one change in either number.

So the previous iteration's suggestion that deployment is a single step at
take-off is withdrawn. It rested on ready room 39/276 against flight 41/300,
which came from different runs and was flagged 🟡 for that reason. Measured
within one run the values are identical before and after take-off, so that gap
was cross-run variance.

What this does establish is stronger. The roster is already deployed when the
roster first exists: 41 of 116 records hold craft before the ready room ends and
nothing changes afterwards. Together with the roster identity confirmed on two
stages and the earlier piloted runs, Stage 02 phase 1 has no observable
in-mission arrival at all -- not in the ready room, not at take-off, and not in
up to 435 s of verified-live flight during which the player destroyed 42 craft.

The route times still mean something, since 0/90/120/170/210/240 and Stage 01's
1500/1800/2100 are structured rather than noise. The frames reading remains the
best fit, and under it they are most likely fly-in animation timings applied at
load rather than release times.

Two things stay open and are recorded as such. Phases 2 and 3 have never been
tested: every run has stayed in phase 1 and phase advance was never located, so
a phase transition is now the most likely place an arrival could exist. And this
particular run had no pilot, so it adds nothing on event-gating; the piloted
435 s run already covers that ground.
2026-08-24 20:43:48 +00:00
Sylpheed RE agent
cb6e0fe7f9 re: sample from the first moment — still flat, and the wait variant caught the ready room
early_probe defers everything expensive: no witness calibration, no per-record
labelling, and the heap scan uses bytes.find. Setup now completes in 0.5 to 0.8
seconds instead of about 25, so the first sample lands essentially at flight
detection.

It is still flat. Deployed reads 41 at flight+0.8 s and every sample after, with
the only change in 252 s being 41 to 40 when one squadron was wiped out. No
climb at any point. Under the frames reading that is expected, since the whole
phase-1 schedule would be finished within eight seconds of mission start.

The attempt to get ahead of flight detection did not work, and the reason is
worth recording. A second run started the probe before the launch and waited for
the roster to appear. It appeared with 116 records, but the numbers were
deployed 39 and craft 276, flat for the whole window. That is the ready room:
the roster is built before take-off, so waiting for it catches the pre-flight
scene, and the probe's window expired around the time flight actually began.
Waiting for the roster is not the same as catching mission start, and the test
as designed does not do what it claims.

The two runs together do suggest something, held at 🟡 because they are
different runs. The ready room shows 39 deployed and 276 craft while flight
shows 41 and 300, so two records and twenty-four craft appear between them. That
points at deployment being a single step at take-off rather than a schedule
unfolding during the mission.

Next is one run of about 400 s with the probe waiting for the roster, long
enough to span ready room, take-off and flight in a single continuous series,
which would show the 39 to 41 step directly or refute it.
2026-08-24 20:28:15 +00:00
Sylpheed RE agent
920938ffce re: the 42 anomaly is Stage 01, and the route times are probably frames
The rescan-until-baseline retry settled the anomaly: five rescans over 50 s
stuck at 42, so not a load race. Inspecting the live mission rather than
guessing, the records include UN_S01_Asteroid_cmesh_* and UnitGroup_S01.tbl is
resident while UnitGroup_S02.tbl is not. The launch sometimes loads Stage 01
instead of Stage 02, and the discard rule caught every such run, which is why
none of them contaminated a result.

That accident supplies a test previously recorded as blocked. The roster
identity needed checking against a different stage, and no second save exists.
Stage 01 provides one: static 42 members and 13 distinct units against live 42
roster records and 13 definitions, with composition matching 20/20, 6/6, 5/5 and
2/2. One record per roster member now holds on two independent stages with
completely different rosters.

Stage 01's timetable also bears on the unit question, which has been open since
the schedule was found. Its phase 2 has entries at t=1500, 1800 and 2100. As
seconds that is 25 to 35 minutes into a single phase, with three arrivals spread
across the last ten minutes of it, which is not a plausible mission. At 30 Hz
they are 50, 60 and 70 seconds, which is exactly the shape of a paced phase.

If the unit is frames, Stage 02's phase-1 entries at 90, 120, 170, 210 and 240
are 3 to 8 seconds, every one of them before the probe's first sample, which
lands about 25 s after flight is detected. That would explain every null result
in this line of work at a stroke, and it fits what the probe has always seen:
deployed already at 41 by t=0 and never changing.

Kept at 🟡 -- it is an inference from the implausibility of one reading rather
than a measurement -- but it is now the leading explanation, ahead of
event-gating. The test is to sample at flight+2 s and compare with flight+30 s,
which needs the probe's enumeration and calibration reordered after a first
cheap sample rather than any new decoding.
2026-08-24 20:07:10 +00:00
Sylpheed RE agent
26c062a0d1 re: blocker removed — chained attaches extend the observation window
The previous iteration declared route entries t=210 and t=240 unreachable
because a shell call is capped at 595 s. That was wrong, and it rested on an
assumption I never checked: launch_mission.sh leaves the emulator running and it
survives between Bash calls within a turn. Verified directly -- 611 s elapsed
and still running after the launching call had returned.

attach_session.sh attaches a pilot and probe to an already-running mission, and
attaches chain, so the window is bounded by the turn rather than by one call.

On one continuous mission: 300 s of clean observation followed by an attach that
ran 135 s before freezing, giving 435 s of cumulative verified-live wall-clock.
The craft population fell from 300 to 258, so 42 were destroyed, and deployed
fell 41 to 38. Zero confirmed arrivals throughout -- the longest verified-live
observation so far. That covers the first four phase-1 route entries, t=90, 120,
170 and 210; t=240 needs 436 s and was missed by a second.

The coverage claim is qualified rather than asserted. The wall-to-game
conversion uses 55 %, from a 16.5/s frame rate against an assumed 30 Hz tick,
but the witness has measured 8, 11, 11, 21 and 24 per second across runs. At the
low end the factor is 0.27 and the same 435 s covers only about 117
game-seconds, reaching t=90 alone. So what is established is that nothing
arrived in 435 s of verified-live phase-1 flight with 42 kills; how many
scheduled arrival times that spans depends on a tick rate that is not yet
pinned, and pinning it is what would make the result sharp.

Also refuted: SYLPH_HZ=3, a lower pilot poll rate, produced the lowest
calibrated frame rate of any run at 8/s while landing the most kills at 26. The
pilot's polling is not the throttle and lowering it does not buy game time.
2026-08-24 19:54:32 +00:00
Sylpheed RE agent
324cb7f85a re: blocker — the schedule's later entries cannot be reached in one turn
Computed the observation ceiling, which should have been done several iterations
ago instead of being approached one run at a time. A turn's shell call is capped
at 595 s; boot costs about 220 s, of which roughly 190 s is a title movie the
launch script waits out because tapping breaks the title; probe startup is about
25 s. That leaves roughly 350 s of observation, and at the measured 55 % of
real-time that is about 193 game-seconds.

Against the phase-1 route schedule: t=90 needs 164 s of wall-clock and t=120
needs 218 s, both already observed with no arrival. t=170 needs 309 s and is
reachable but only on a run that does not freeze. t=210 needs 382 s and t=240
needs 436 s, and neither fits in a turn at all.

So the tail of Stage 02's phase-1 schedule cannot be tested under this harness
however many runs are attempted. Recorded as a blocker rather than improvised
around. Two things would unblock it and neither is mine to decide: a safe way to
skip the title movie, which is more than half the budget and would roughly
double the window to about 297 game-seconds covering every entry, or a longer
shell timeout if the harness permits one.

This run is discarded: frozen at t=90 with 15 stalled samples and 3 losses,
correctly flagged and not interpreted. The freeze tally is now three clean of
five, lower than the three-of-four quoted last iteration.

What stands is unchanged: zero confirmed arrivals over 300 s of verified-live
flight, about 165 game-seconds, covering the t=90 and t=120 entries. That is the
strongest statement this harness can currently support.
2026-08-24 19:28:53 +00:00
Sylpheed RE agent
d194aef52d re: clean run reproduces; startup was eating a third of the window
Second consecutive run with no stall flag on any sample, which confirms that
disabling the periodic rescan is what fixed the freezes. Nine losses, four
flicker increases all correctly rejected, and zero confirmed arrivals. The
trustworthy negative now extends to 240 s of verified-live flight, roughly 132
game-seconds, so nothing arrives past the route table's t=90 or t=120 entries
either.

The flicker rate is worth noting: about one spurious increase per minute. That
is the rate at which the old rule would have been manufacturing arrivals.

The arithmetic of the run exposed a waste. Boot finished at 249 s, the probe ran
240 s, and the turn's 595 s cap fired, leaving about 100 s unaccounted for
between them -- the witness calibration and the initial craft enumeration.

enumerate_craft was iterating every 4-byte word of 32 MB in Python, eight
million steps, to find fourteen fixed needles. Replaced with bytes.find() per
definition VA, which is the same search at C speed and is what the vtable scan
already did. Not yet run.

If that recovers most of the hundred seconds the observation window grows from
about 240 s to about 340 s, roughly 187 game-seconds, which would finally reach
the t=170 route entry -- the first of the schedule's later arrivals that no run
has yet been able to observe.
2026-08-24 18:31:51 +00:00
Sylpheed RE agent
cc21e58432 re: the periodic rescan was the freeze driver; first trustworthy negative
Two changes this iteration, one failed and reverted, one that worked.

Trimming the witness calibration to eight spread 512 KB windows instead of the
full region found 17 candidates, none of them frame counters, and the witness
then reported 0 of 17 stalled on every sample of a run that recorded 13 losses.
That is a total contradiction, caught by the same internal check that exposed
the previous three witness failures. The frame-rate cluster is sparse and spread
sampling misses it. Reverted: two 32 MB reads once at startup is simply the
price of a witness that works.

The recurring cost was the periodic rescan, a 32 MB read every 90 to 180
seconds, and it exists only to catch craft appearing from nowhere -- which the
roster work already established does not happen, since every participant is
allocated at mission load and an arrival is a state change rather than an
allocation. Disabled.

The result is the first fully clean probed run: 3875 candidates, 32 witnesses at
11/s, no stall flag on any sample from t=0 to t=210, and eight losses spread
across it. Previous probed runs froze at 27, 45, 83, 183 and 255 seconds. This
one ended on the turn timeout. One run, so not proven, but together with the
clean no-probe control it points at recurring heavy reads rather than at memory
reading as such.

That also produces the first arrival result that means what it says. Every
earlier one carried a caveat -- a stalled guest, an unvalidated witness, a probe
degrading what it measured. This one has a validated witness reporting no
stalls, a demonstrably live guest, and a clean end: zero confirmed arrivals over
210 s of verified-live Stage 02 flight, roughly 115 game-seconds, while the
player destroyed eight craft.

It does not settle the question. The route table's t = 170, 210 and 240 entries
remain out of reach in a single turn. But it does establish that nothing arrives
in the first ~115 game-seconds of phase 1 under those conditions, which none of
the previous fifteen runs could honestly claim.
2026-08-24 18:16:49 +00:00
Sylpheed RE agent
88b47a5448 re: persistence rule works; the stall witness gives false positives
Run 12, cheap probe with a bound pilot: 16 losses over 290 s and zero confirmed
arrivals, making twelve runs without one. The persistence rule earned its place
immediately -- an increase of 13 to 15 was surfaced and correctly not counted,
since it does not start from zero. Under the previous rule it would have been
invisible, and a similar flicker straddling zero was nearly written up last
iteration as the first arrival.

The stall witness, on the other hand, is unreliable. Thirteen samples were
flagged GUEST STALLED while recording losses in those same samples, and a frozen
guest cannot destroy craft, so they are false positives and the run was healthy.

The cause is the selection rule: it took the first word in a 4 MB window whose
rate fell in a plausible band, and plenty of counters advance intermittently
without saying anything about whether frames are being rendered. timer_probe had
already solved this properly -- 286 candidates, a rate histogram with a dominant
cluster near 17/s -- and that lesson was not carried over when the witness was
bolted onto the probe.

Now fixed to a majority vote: collect every candidate, keep the modal-rate
cluster, sample up to 32 of them, and report a stall only when fewer than half
advance. It also prints RUN UNVALIDATED when no witness is found, because an
earlier run printed "stalled samples=0" alongside "tick witness: NONE", and a
witness that does not exist cannot report zero stalls. Not yet run.

Consequence worth flagging: the "0 stalled samples" that validated the cheap
probe last iteration came from this same unreliable witness and should be
re-confirmed under the majority rule. The pilot-log speed analysis that
established the stalls in the first place is unaffected.

Also fixed: the entity bind now retries three times and aborts if it never
takes, instead of silently flying an unattended craft -- one run was wasted that
way this iteration, producing no kills and no information.
2026-08-24 16:54:52 +00:00
Sylpheed RE agent
3b91a4c6d1 re: cheap probe verified; its one "arrival" is flicker
First run of wave7_probe: zero stalled samples across the whole run, against
three consecutive heavy-probe runs that stalled at roughly 27, 83 and 255 s. The
fix works. The guest is also visibly healthier -- 19 losses against 8 in a
heavy-probe run of comparable length -- so starving the emulator had been
suppressing the very activity the probe existed to watch.

It also reported the first arrival of the whole line of work, and that arrival
does not survive inspection. A record went 1 -> 0 at t=229, 0 -> 2 at t=259 and
2 -> 0 at t=274. Two craft appearing and vanishing within fifteen seconds is not
a wave.

The same log contains the giveaway: at t=60 a record read 13 and at t=75 the
same record read 14, an increase, with nothing printed, because the probe only
surfaced decreases. The hull-based liveness read flickers, and a flicker that
straddles zero was indistinguishable from an arrival under the old rule. The
count therefore stands at zero confirmed arrivals in eleven runs.

Two changes, neither yet exercised: every increase is printed rather than only
those from zero, and an increase from zero counts only if it persists across two
consecutive samples, with a candidate that returns to zero discarded as flicker.

Recorded because it was close: under the old rule this run would have been
written up as "first arrival observed", which would have been the
strongest-looking result so far and wrong.
2026-08-24 16:28:59 +00:00
Sylpheed RE agent
44e9f8dc94 re: eliminate an enemy squadron — no wave follows; add a stall witness
SYLPH_KEEPOUT makes the hunt keep-out a knob instead of a hard-coded 600. At
1400 the pilot both kills and survives: hull 1500 and escorted asset 100 % for
the whole run, ENGAGE throughout, eight loss events against seven in the run
where it died at 83 s.

That let the elimination test actually run. An e007 Turret squadron was ground
18 -> 10 -> 8 -> 4 -> 2 -> 0, reaching zero at t=163 s with deployed falling 41
to 40 -- an enemy squadron destroyed outright for the first time in nine runs.

No arrival followed. ARRIVALS=0 at every sample including all those after t=163.
The hypothesis that a wave is released when a squadron is wiped out rather than
merely damaged does not survive its first test. Two further losses occurred at
t=176 and t=202, so the mission was demonstrably still live and still processing
kills; it simply produced no arrival. This refutes elimination-of-one-squadron
as the trigger. It does not refute event-gating generally -- a threshold across
several squadrons, an objective completion, or a specific squadron could all
still be the gate.

The valid window is smaller than the log suggests, about 90 s after the
elimination rather than 143 s, because the guest stalled around t=255 s. The
pilot's telemetry gives it away: the last 400 log lines contain one distinct
speed value against 236 in the first 400, with no timestamp gaps -- the process
kept logging while the game stopped advancing. Nothing in the probe output
distinguished a stall from a quiet mission, and the same ambiguity affects the
trailing flat samples of earlier runs.

wave6_probe now locates a counter advancing at frame rate, samples it each tick
and prints GUEST STALLED when it fails to advance, so future runs validate
themselves. Implemented but not yet exercised in a run.
2026-08-24 15:41:21 +00:00
Sylpheed RE agent
a884c62098 re: player death bounds every run; fix a harness bug that shortened the windows
Correction first. The sed used to derive each session script from the last
stripped the probe's arguments, so wave5, census and wave6 sessions invoked
their probes with no arguments and every derived probe has been running on its
own defaults. The previous iteration's claim that the run was "cut at 240 s by
the turn timeout, not the planned 330 s" is therefore wrong: the probe used its
default of 240. The pilot got the requested duration while the probe watched for
a different one, and the numbers were plausible enough that it went unnoticed.
No earlier conclusion is invalidated -- the windows were real, just shorter than
intended and misattributed. All three sessions now pass SECS and EVERY.

First n -> 0 ever observed: the player's own record went 2 -> 0 at t=83 s and
deployed fell 41 to 40. The signal does register elimination, not just damage.
No arrival followed, which is weak evidence against the squadron-elimination
trigger since the record eliminated was the player rather than an enemy
squadron. Two other turret records dropped from 18 in the same sample; noted
without interpretation.

The important finding is what came after. For the remaining 220 seconds the
mission was frozen -- exactly 288 craft, zero losses, zero arrivals, across 18
consecutive samples. So the usable observation window is not the probe duration
but however long the player survives. A 340 s probe that loses its pilot at 83 s
yields 83 s of evidence and 257 s of nothing, and several earlier "nothing over
240 s" results may have been much shorter in practice than they look.

That also explains why pilot.py was written to survive rather than to shoot. The
SYLPH_HUNT mode added two iterations ago drops TURRET_KEEPOUT from 2500 to 600,
buying kills at the cost of exactly the survival the run depends on.

The elimination test itself did not run: the squadron reached 14, not 0, before
the pilot died. What is needed is a pilot that kills and survives -- hunt turrets
but keep the evade and retire behaviour, or a keep-out between the two extremes.
That is tuning, not discovery.
2026-08-24 15:25:17 +00:00
Sylpheed RE agent
c56c93e1e9 re: long run — a squadron ground 18 to 2, still no arrival
The per-record instrument works and resolves individual squadrons. Over 240 s
with the hunting pilot, seven loss events all landed on the same record,
tracking one e007 Turret squadron from 18 craft down to 2 while deployed held at
41 and the global count fell 300 to 284. Losses come in steps of 2 after an
opening drop of 4, which is unexplained and recorded rather than smoothed over.

This weakens the frame-rate explanation from the previous iteration. At ~16.5
fps against a 30 Hz tick, game time runs at about 55 % of wall-clock, so route
entries t = 90 and t = 120 land near 163 s and 218 s wall. The run reached 234 s
wall, roughly 129 game-seconds, passing both, and no arrival occurred at either.
"The runs were too short" no longer covers t = 90 and t = 120, though it still
covers 170, 210 and 240 -- the run was cut at 240 s by the turn timeout rather
than the planned 330 s, so t = 170 was never reached.

It also sharpens the event-gated model into something testable. The squadron
ended at 2, not 0, and no squadron has been eliminated in any run so far. If the
trigger is a squadron being wiped out rather than merely damaged, every
observation to date is explained: seven kills produced no arrival because they
never finished anything off.

Next is the cheapest decisive experiment yet available: run 60-90 s longer so
that squadron reaches zero and watch for a 0 -> n in the following samples. The
~210 s title movie at boot remains the binding constraint, leaving about 350 s of
observation per turn.
2026-08-24 15:09:33 +00:00
Sylpheed RE agent
a3463ef4d9 re: six runs with no arrival, and an accidental no-pilot control
wave6_probe refuses to interpret a run whose roster count is not the reproduced
baseline of 116, per the discard rule. This run passed and its first sample is
identical to the earlier link run: 116 records, 300 craft, 41 deployed, strength
histogram 2x24, 4x1, 8x4, 18x12. The deployment is deterministic at mission
start.

The pilot failed to bind, which accidentally supplied the control condition the
kill-versus-no-kill experiment needed. With nobody flying, not one craft was
destroyed in four minutes -- exactly 300 across all 22 samples -- against 16-20
losses in each piloted run. So losses are attributable to the player being in
the fight, and NPC crossfire destroys nothing by itself. That was an open
question two iterations ago.

Still no arrival. Zero 0 -> n transitions in either condition, across roughly
fifteen minutes of cumulative Stage 02 flight and windows up to 240 s. The 75
records holding no craft at mission start still hold none at the end. Against a
route table scheduling phase-1 arrivals at t = 90/120/170/210/240, that is now a
strong negative rather than a null result.

Three readings survive: the timetable's t is not seconds (at 30 Hz the whole
phase-1 schedule finishes inside 8 s, before any first sample); arrivals are
event-gated and no run supplied the trigger; or the mission is not advancing its
phase clock at all.

The third has never been checked and is the cheapest to eliminate, so it is now
the prime suspect. Nothing in six runs has confirmed that mission time advances:
the craft count freezes without a pilot, REMAINING OB has never read as a
counter, and no clock has been located. Every "no arrival" observation is
consistent with a scheduler that simply is not running, in which case the
arrival results so far are measuring a stopped clock.
2026-08-24 14:42:36 +00:00