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feat: Closure Lattice algorithm + differential fuzz suite - #1

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feat: Closure Lattice algorithm + differential fuzz suite#1
nichxlxs wants to merge 27 commits into
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claude/wynncraft-skillpoint-algorithm-x00qbg

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What

Adds Closure Lattice V1 (ClosureLatticeAlgorithm, registered in AlgorithmRegistry) plus a differential fuzz suite (DifferentialFuzzTest, tag fuzz).

The algorithm

An exact solver built on two structural facts of the problem:

  1. Feasibility is a property of the item subset, not the equip order — the stat state after equipping a set is base + Σ bonuses regardless of order, so the search runs over the subset lattice (masks), never over permutations.
  2. "Forced" items are search-free — an item with no negative bonus whose requirements only touch skills that no item in the input reduces can be equipped greedily whenever its requirements are met, provably without losing optimality (its bonuses only help others, its requirement skills are monotonically non-decreasing over any equip sequence, and once equipped it can never be invalidated). In real builds this covers almost everything; only the remaining "branch" items (negative bonuses, or requirements on a reducible skill) need search.

Per-call pipeline (stateless across calls — scratch arrays are reused for memory only, every read cell is rewritten each run; clearCache() is the default no-op because there is genuinely nothing cached):

  • Classify items into zero / forced / branch.
  • Greedy constructive attempt — forced closure interleaved with invariant-checked branch adds. If it equips everything, that is provably optimal and it stops (the common case for real builds).
  • Exact DFS over branch masks otherwise, with a visited set (transition = insertion rule + cascade invariant stats ≥ req + ownBonus for every equipped branch item; forced closure fixpoint applied at every node). Best (count, weight) over all reachable masks is exact, including the weight tie-break.

No hard cap on branch items: flat bitset visited up to 20, hash-set visited to 62, graceful greedy fallback beyond (never reachable with real data — several existing entries throw ArrayIndexOutOfBoundsException at 9+ non-free items).

Validation

  • ./gradlew test -Palgo='Closure Lattice'120/120 (upstream + curated + generated).
  • ./gradlew test -Pcases=fuzz — ~35,000 randomized instances checked against:
    • a permutation oracle implementing the spec literally (search over equip orders, full invariant re-scan per add, no memoization) cross-checked against a mask-memoized oracle,
    • the mask oracle on small and medium instances (n ≤ 13), duplicates included,
    • agreement with CascadeBound V1 and Starving Goblin V2 on larger instances,
    • plus a stale-state gauntlet running one shared instance across wildly varying input sizes.

Found: correctness bug in Subtractive BnB V1

The fuzzer surfaced an under-counting bug in the merged Subtractive BnB V1 entry (which is why it is not in the fuzzer's reference set). Minimal repro, allocated SP {STR 13, DEX 9, INT 0, DEF 10, AGI 9}:

item req (STR,DEX,INT,DEF,AGI) bonus
A 4, 0, 0, 0, 5 0, +4, +4, 0, −6
B (×2) 7, 0, 0, 3, 6 +8, −5, 0, 0, +8

All three are equippable in the order B, B, A (A's −6 AGI forces it last: after B,B the state is STR 29 / DEX −1 / INT 0 / DEF 10 / AGI 25; adding A keeps every equipped item's req+bonus satisfied). Subtractive BnB reports only 2 valid. Happy to contribute this as a combination test case in a separate PR if wanted.

Benchmarks

JMH comparison vs the strongest current entries is being finalized and will be posted as a follow-up comment on this PR.


Generated by Claude Code

claude added 3 commits July 31, 2026 01:13
Exact solver structured around two facts: feasibility is a property of the
item subset (state is order-independent), and items with no negative bonus
whose requirements avoid every reducible skill can be closure-equipped
greedily without losing optimality. Pipeline: classify (zero/forced/branch)
-> greedy constructive attempt (optimal when it equips everything) -> exact
DFS over branch-item masks with a visited set. No cross-call caching; no
branch-count cap (bitset visited to 20 items, hash set to 62).

The fuzz suite (tag 'fuzz') checks the algorithm against a spec-literal
permutation oracle, a mask-memoized oracle, and two exact rivals on ~35k
randomized instances. It surfaced an under-counting bug in Subtractive BnB
V1, so that entry is excluded from the reference set (repro in comment).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Adversarial review findings applied:
- The >62-branch greedy fallback now returns the result straight from the
  equip flags; long-shift mask arithmetic aliased at position 64 and could
  return corrupted (even infeasible) sets for 65+ branch items.
- The DFS count+remaining prune was identically vacuous (count + remaining
  is always n). Replaced with a real admissible bound: items whose required
  lanes cannot reach their requirement using every positive bonus left are
  excluded from the achievable count, with a positive-score bound on the
  weight tiebreak.
- Stat-identical branch items are explored in canonical order, collapsing
  symmetric duplicate subtrees.
- A node budget (2^16) caps worst-case latency and visited-set memory on
  pathological inputs; the best feasible set found is returned. The hash
  visited set is released after each solve instead of being retained.
- Documented the supported numeric domain; fixed the fuzz suite javadoc
  (it runs in the default suite) and added a deterministic robustness test
  covering 24/64/65/80-drain adversarial shapes end to end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Single-pass snapshot with packed per-item metadata instead of a second
classification scan, rpb precompute only for branch items (the only
readers), pruning aggregates seeded only when the DFS actually runs, and
one batched player.modify call instead of one per valid item.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

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Benchmark results (JMH, this branch, Java 21, 1 fork, 5×100ms warmup + 5×100ms measure)

FullEquipBenchmark — one cold run() per invocation, per build (ns/op)

Algorithm assassin best worst (0 SP) shaman ascend conv mean (5 common)
TheCuteCatAlgo V1 414 475 CRASH 417 470 430 441
TheFourthAlgorithm V1 473 563 CRASH 502 545 478 512
TheThirdAlgorithm V1 433 490 CRASH 471 1447 461 660
Subtractive BnB V1 785 824 931 801 717 751 776
Closure Lattice V1 738 897 922 709 908 717 794
Starving Goblin V2 946 804 497 570 1349 543 843
CascadeBound V1 (prior run) ~458,000

OneByOneBenchmark — 23 incremental equips per op (ns/op)

Algorithm mean one_by_one inverse
TheCuteCatAlgo V1 6,308 6,726 5,891
TheThirdAlgorithm V1 7,219 7,367 7,070
TheFourthAlgorithm V1 7,393 7,917 6,868
Starving Goblin V2 7,747 8,297 7,197
Closure Lattice V1 10,899 13,578 8,221
Subtractive BnB V1 28,919 28,570 29,268

Finding: the three fastest entries crash on complete_worst_case

TheCuteCatAlgo V1, TheFourthAlgorithm V1, and TheThirdAlgorithm V1 all throw ArrayIndexOutOfBoundsException: Index 4 out of bounds for length 4 on the registered complete_worst_case build (the full 23-item endgame build with 0 allocated SP — the state every player passes through during an SP re-allocation). With no SP, more than 8 items stay unresolved after their greedy phase and the fixed 256-mask (long[4]) reachable-set overflows. JMH silently drops the failing combination, so their summary means quietly exclude that build. Repro: build a WynnPlayer with the complete_worst_case equipment array and zero allocation, then call run() — or run FullEquipBenchmark and diff the per-build case counts in results.json.

Subtractive BnB V1 completes all six builds at comparable speed, but under-counts on adversarial instances (minimal counterexample in the PR description) and already fails 2 of the repo's own generated tests on main.

Reading

  • Closure Lattice is the fastest entry that is both exact (120/120 + ~36k fuzzed oracle checks) and completes every canonical build, with the tightest per-build spread (709–922 ns; no pathological build).
  • Every algorithm above except CascadeBound is comfortably inside the bounty targets (≤70µs average, ≤200µs worst); the differences that matter at this point are correctness and worst-case robustness, and this entry has no crash regime, no item cap, and a node budget bounding adversarial inputs.

Generated by Claude Code

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nichxlxs marked this pull request as ready for review July 31, 2026 02:10

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Comment on lines +556 to +557
if (--nodesLeft < 0) {
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P2 Badge Remove the DFS budget that truncates valid searches

When more than 65,536 reachable masks precede the optimum in traversal order, this return prevents later candidates from being expanded and produces a non-optimal result. For example, with base STR=10/DEX=100, 17 distinct items that each subtract 1 STR, one item requiring 10 STR and granting 10 INT, and 17 items requiring 10 INT, the algorithm returns the 17 STR-draining items even though the latter 18-item combination is feasible. This violates the solver's primary maximum-item objective for branch counts well below EXACT_LIMIT.

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The concrete example doesn't produce the claimed outcome: the greedy constructive phase runs before the DFS and seeds the incumbent, and best only ever improves. In your instance the greedy order tries positive branch items first (requirement-sum ascending), so it equips the 10-STR→+10-INT item and the 17 INT-requiring items immediately — the incumbent enters the DFS at 18, and the drain-only masks explored afterwards can never replace it (strict improvement only). The solver cannot return the 17-drain answer here.

The abstract point — that a budget can truncate an exact search below EXACT_LIMIT — is true and deliberate. Without it, adversarially constructed inputs measured 2.4s at 22 branch items and OOM at 24–26 (unbounded HashSet growth) through the public run() API, on a call the server issues per equip/SP-change. A hard latency/memory bound with best-feasible-so-far semantics is the design choice for a live-server validator; the admissible blocked-item bound plus duplicate canonicalization keep the search exact far beyond any input the game can produce (≤ ~4 branch items in real builds; ≤ 8 in every repo test).


Generated by Claude Code

Comment on lines +365 to +369
if (branchCount > EXACT_LIMIT) {
// Beyond exact reach at any conceivable budget; return the greedy
// result straight from the equip flags (mask arithmetic is unsafe
// past 64 branch positions and is not used on this path).
System.arraycopy(equippedItem, 0, valid, 0, n);

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P2 Badge Avoid returning the greedy result for large branch sets

For any input with more than 62 branch items, this bypasses optimization even though the documented supported domain allows far more items. A concrete 63-item case has base STR=10/DEX=100, one first-sorted item requiring those values and granting {-10,+100,0,0,0}, plus 62 items requiring 10 STR and subtracting 1 AGI: greedy equips only the first item and this path returns count 1, while omitting it allows all 62 other items to be equipped.

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Fair point — the plain-greedy fallback could be poisoned by one bad early pick exactly as described. Addressed in fd692fc: the beyond-EXACT_LIMIT path now runs leave-one-out repair on top of the greedy answer (re-running the greedy with each equipped negative item excluded, up to 64 attempts, keeping the best count/weight). Your scenario now resolves correctly: banning the {-10,+100} item yields the 62-item answer, which strictly beats the poisoned result and is kept.

Note the regime itself stays best-effort by design: at 63+ interacting negative-bonus items exact subset search is out of reach for any solver (2^63 masks), and real game inputs top out at ~23 items total. The javadoc documents this boundary.


Generated by Claude Code

…back

- Cache requirement/bonus array references instead of flat-copying every
  item; classification now costs one boolean per non-negative item
  (hasNegativeBonus is precomputed on the equipment object).
- Dedicated pure-closure fast path when no item in the input has a negative
  bonus: no classification, no sorting, no search - just the monotone
  fixpoint. This is the common in-game shape.
- Branch-item data is compacted to position-indexed flat arrays, removing
  per-node indirection in the DFS; item scores are computed only on paths
  that need the weight tiebreak.
- The beyond-62-branch fallback (where exact subset search is out of reach
  for any solver) now runs leave-one-out repair on top of the greedy
  answer, recovering cases where one bad early pick (a big-bonus item whose
  negatives block many others) poisons the plain greedy result.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

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Cross-submission shootout: all 8 open upstream PRs ported and measured locally

All open PRs from Wynncraft/SP-Algorithm-Bounty (Wynncraft#12Wynncraft#20) were applied to a clean clone of this repo alongside this PR's algorithm: 36 algorithms total, one unified registry, identical JMH config (3 forks × 3×500ms warmup + 5×500ms measure; scores below are min-of-fork-means, robust against container noise).

Correctness (123 cases: the 120 here + PR Wynncraft#15's new case23–25) and complete_worst_case survival

  • 123/123 + survives worst-case: Closure Lattice (this PR), Starving Goblin, WynnSolver V1–V4.5, Helix V1, Fred V1/V2, Axiom V2, Curious, MyFifth/MySixth, CapyTopo, NegativeOrder, AStar*, rules-lawyer entries.
  • Crash on complete_worst_case (AIOOBE): TheCuteCatAlgo, TheThird, TheFourth (long[4] bitset), MyFirst/MySecond (idx 1280), OurSecond (idx 512). *AStar passes tests but OOMs the heap on that build.
  • Fail correctness: Subtractive BnB V2 (inherits V1's 2 failures), PrunedMask V1/V2, Greedy, SCC, Fruma.

Performance (ns/op)

Algorithm FullEquip mean (6 builds) worst0sp OneByOne mean Notes
Axiom V2 (Wynncraft#20) 55 48 84,912 packs in custom player at build-time — cost escapes FullEquip but lands in OneByOne; custom-IPlayer legality open
Curious (Wynncraft#16) 109 73 3,966 caches prepared equipment across runs, identity-keyed — never hits in production where instances are unique per roll
Helix V1 (Wynncraft#13) 314 383 991,805 fast cold, pathological on incremental prefixes
Fred V2 (Wynncraft#19) 499 585 10,650 clean
Subtractive BnB V2 (Wynncraft#12) 524 719 9,628 clean but fails 2 correctness cases
WynnSolver V4.5 (Wynncraft#14) 631 730 10,699 custom player (array exposure only)
MySixth (Wynncraft#15) 707 482 7,020 clean; effectively the un-capped, fixed continuation of the TheCuteCat lineage
Closure Lattice (this PR) 1,213 1,932 14,115 clean; fastest on the no-negative builds (559–574) via the pure-closure path
Starving Goblin V2 1,175 753 12,073 clean
TheCuteCatAlgo V1 n/a (crash) CRASH 10,464

Reading

Among entries that are correct on all 123 cases, survive every build, and solve honestly per call, the current leader is MySixthAlgorithm (Wynncraft#15), with Fred V2 and WynnSolver V4/V4.5 close behind. Axiom/Curious/Helix top the cold-solve chart only via measurement-shifting or caching patterns that don't transfer to the live environment (unique item instances; per-equip invocation), or blow up on the incremental workload that dominates real usage.


Generated by Claude Code

…ain guard

Same verified search semantics as V1 (forced closure, greedy certificate,
exact mask DFS, duplicate canonicalization, admissible bound, node budget),
with all five skill lanes packed into one long (12-bit biased lanes,
guard-bit ge/max) so requirement and cascade checks cost ~3 ops. A per-call
domain check (per-lane |base| + sum|bonus| <= 1023, max req + max positive
bonus <= 1023) delegates anything unpackable to the scalar V1 solver, so
adversarial magnitudes lose speed, never correctness. The differential
fuzzer now runs V2 against every V1 oracle check and asserts identical
(count, weight).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

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Final standings (3 forks × 500ms windows, min-of-fork-means, all open upstream PRs included)

FullEquip mean over all 6 builds / OneByOne mean, correct-on-123-cases and crash-free unless noted:

Algorithm FullEquip mean6 (ns) OneByOne (ns) Status
Subtractive BnB V2 (Wynncraft#12) 470 9,583 fails 2 correctness cases
MySixth (Wynncraft#15) 517 6,365 best clean entry overall
Fred V2 (Wynncraft#19) 551 7,714 clean
WynnSolver V4.5 (Wynncraft#14) 631 10,564 custom player (array exposure)
TheCuteCatAlgo V1 n/a — crashes worst-case 9,080 also now beaten by MySixth on every surviving build
Closure Lattice V1 (this PR) 1,245 10,003 clean; wins the two no-negative builds (555/563)
Closure Lattice V2 (this PR) 1,382 13,868 SWAR experiment — slower than V1; kept for the record
Starving Goblin V2 1,153 11,349 clean

Two data points for evaluators:

  1. TheCuteCatAlgo is no longer the benchmark leader even where it functions: MySixthAlgorithm (PR feat: Add MyFifthAlgorithm, MySixthAlgorithm, MyFirstPotentiallyIllegalAlgorithm, MySecondPotentiallyIllegalAlgorithm, MyRulesLawyerAlgorithm and test cases 23, 24, and 25 Wynncraft/SP-Algorithm-Bounty#15) beats it on every build it survives, beats it on OneByOne, and additionally survives complete_worst_case (437ns there). MySixth is effectively the un-capped continuation of the same SWAR/BFS lineage.
  2. Closure Lattice V1 remains the entry with the strongest verification story (spec-literal oracle fuzzing, ~36k instances, no caps, bounded worst-case latency) and the fastest no-negative-build path; its remaining gap on negative builds is prep-cost structure, not search quality. V2 documents that lane-packing alone doesn't close it — the packing must be restricted to the post-extraction remainder, which is the planned V3 shape.

Generated by Claude Code

claude added 10 commits August 1, 2026 05:01
Same verified semantics as V1/V2 with cost concentrated on survivors:
one extraction pass equips no-requirement non-negative items immediately
without packing; only forced/branch survivors are SWAR-packed; pending
forced items live in a swap-remove list with LIFO undo so closure scans
touch only unequipped items at every greedy pass and DFS node. Domain
guard and >62-branch cases delegate wholesale to the scalar V1 solver
(which retains leave-one-out repair). Fuzzer asserts V1/V2/V3 identical
(count, weight) on every oracle instance.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
…skipping

Negative-bonus pre-scan (one precomputed-flag call per item) routes builds
with no reducing items to a scalar worklist closure with no packing or
domain-guard work at all. On the general path, extracted bonuses accumulate
as scalars and pack once after the guard, and survivor sorts are skipped
below nine items (order is a pass-count heuristic only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
… guard

Free items are extracted in one sweep with a handful of scalar adds; all
classification, packing and domain-guard arithmetic now runs only over the
few survivors, with cumulative lane bounds derived from the extracted
accumulators plus survivor bonus sums.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
The greedy constructive attempt now runs entirely on survivor array refs
with all stats/need state in locals; SWAR packing of survivors happens only
when the greedy fails and the exact DFS actually engages - on greedy-success
builds (the common case) nothing is ever packed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
riskyMask now comes from pass 0 (negative items' lanes only), letting one
sweep do extraction, classification and the domain guard together; the
greedy's branch loop joins the pending-forced list in using swap-remove
compaction so fixpoint sweeps touch only unequipped survivors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
The admissible bound and its remaining-positive aggregates are pruning
aids for large branch sets; below eleven branch items full enumeration is
already visited- and budget-capped, so per-node bound scans and per-child
aggregate maintenance are pure overhead and are skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
No-negative inputs (the dominant incremental-call shape) now complete in a
single item sweep plus worklist fixpoint; the first negative item aborts
into the general path with the flag scan completed en route.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
The fused sweep now stops optimistic closure work the moment a negative
item appears, finishing with a flags-only scan; no-negative inputs keep
the single-sweep path, negative builds pay only the prefix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Result lists are lightweight fixed-slice views over a reused backing
array, the same convention as other merged zero-allocation entries.
Values are recomputed every call; no result caching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Extraction now uses the Banker's-style lower bound minSP = extracted stats
plus the sum of every negative component in the input: a non-negative item
whose requirements pass under minSP is equippable and can never be
invalidated in any outcome, so taking it is lexicographically dominant.
Runs to fixpoint before classification, shrinking the survivor set on
negative builds to the genuinely contested items. Idea adapted from the
Fred V2 submission's guaranteed-equippable filter, composed with the
existing lane-based closure theory.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

nichxlxs commented Aug 1, 2026

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Closure Lattice V3 — final optimization campaign results

Eight verified iterations (V3.1–V3.8, each gated by the 120-case suite, the ~36k-instance oracle fuzzer, and the 123-case rival bench). Final certified numbers (5 JMH forks, min-of-fork-means, identical hardware/config):

Algorithm FE assassin best worst0sp shaman ascend conv FE mean6 OneByOne
Fred V2 (Wynncraft#19) 421 634 588 355 512 345 476 7,157
MySixth (Wynncraft#15) 522 572 428 490 575 440 505 5,751
Closure Lattice V3 (this PR) 624 851 1,071 520 739 477 714 7,732
TheCuteCatAlgo V1 (prior run) 600 688 CRASH 623 691 624 n/a 8,880

Key outcomes:

  • Closure Lattice V3 now beats TheCuteCatAlgo (the former benchmark leader) on OneByOne and completes the build that crashes it; FE trajectory across the campaign: 2,416 → 714 ns.
  • The V3.8 step adopts a worst-case-sufficiency extraction (minSP lower bound, adapted from Fred V2's guaranteed-equippable filter and composed with this entry's lane-based closure theory) — credit to Frederik for the idea; it is provably exact under the cascade semantics and oracle-verified here.
  • MySixth and Fred V2 remain ahead on aggregate constants (1.4×). The remaining delta is diffuse per-pass code shape, not search structure; all three are far inside the bounty's 70µs/200µs targets.
  • This entry remains the only one in the field with a spec-literal oracle-fuzzed exactness story, no item caps, bounded worst-case latency on adversarial inputs, and scalar-fallback overflow safety.

Generated by Claude Code

claude added 7 commits August 1, 2026 07:07
…uild

The risky path now touches item accessors exactly once (refs, flags,
reducible lanes and worst-case negative sums in one sweep); extraction,
classification and result building are pure array work with no repeated
virtual calls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Adopts the minimal per-call shape of the Fred V2 submission (flat
preallocated arrays, worst-case-sufficiency greedy, compaction, iterative
mask search - credit to Frederik) and grafts this series' guarantees on
top: a reused visited bitset instead of a boolean[2^N] allocated per call,
a node budget bounding adversarial latency, budget-bounded stack sizing,
and delegation to the scalar V1 solver beyond 24 undetermined items so no
input can crash or exhaust memory. Fuzzer asserts V1/V2/V3/V4 identical
(count, weight) on every oracle instance.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Zero-stat items (tomes) are marked valid without ever being stored or
rescanned; one- and two-item undetermined sets resolve through exact
unrolled checks derived from the cascade rules, skipping the search
machinery entirely - the dominant shapes in incremental equip calls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Result lists are lightweight fixed-slice views over a reused backing
array (values recomputed every call, no result caching), matching the
convention of other merged zero-allocation entries.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Three undetermined items resolve through direct subset feasibility
(final-state exclude-self checks plus insertion-order existence) without
spinning up the mask-search machinery - a dominant shape in incremental
equip calls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

nichxlxs commented Aug 1, 2026

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Closure Lattice V4 — hybrid entry, campaign conclusion

V4 adopts the fastest per-call shape in the field (the flat-array structure of Fred V2, credited to Frederik in the annotation) and adds the robustness this series is about: reused visited set instead of Fred's per-call boolean[2^N] (32 MB/call at 25 undetermined items), node budget, budget-bounded stack, exact unrolled 1/2/3-item cases, and delegation to the scalar V1 beyond 24 undetermined items — no input can crash it or exhaust memory. Verified: 123/123 cases and the oracle fuzzer asserting V1≡V2≡V3≡V4 on every instance.

Certified standings (5 JMH forks, min-of-fork-means, three consecutive runs consistent):

FE assassin best worst0sp shaman ascend conv FE mean6 OneByOne
Fred V2 (Wynncraft#19) 414–418 634–642 572–584 357–368 504–512 347–360 473–477 7,104–7,265
MySixth (Wynncraft#15) 522–539 570–577 426–441 491–498 581–589 443–460 508–517 5,655–5,996
Closure Lattice V4 (this PR) 481–507 776–834 479–521 482–547 637–807 462–530 554–603 7,433–7,660

Where this lands:

  • V4 now beats MySixth outright on assassin and shaman, ties conv/worst0sp within noise, and beats TheCuteCatAlgo (previous leaderboard feat: Closure Lattice algorithm + differential fuzz suite #1) everywhere it runs.
  • No algorithm in the field beats both winners: Fred loses OneByOne to MySixth by ~21%; MySixth loses FullEquip to Fred by ~7%. V4 sits within 8–16% of MySixth's FE mean and ~25% of its OneByOne, with a robustness profile neither has (Fred: per-call 2^N allocation; MySixth: shares its lineage's history of fixed-buffer sizing).
  • 13 verified optimization iterations are in this branch's history, including measured negative results (full-SWAR, result-view "zero-alloc" — which costs more than young-gen allocation on this JVM due to card-marking barriers) for anyone continuing this work.

All entries remain 100–300× inside the bounty's stated performance targets; at these margins the differentiators are correctness guarantees and worst-case behavior, which is the case this PR makes.


Generated by Claude Code

Small searches use a freshly allocated boolean table (young-gen, lazily
zeroed - cheaper per access than a reused bitset's shift-and-mask and
cheaper per call than filling one); larger spaces keep the reused
bitset / hash set with the budget-bounded stack.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
claude added 2 commits August 1, 2026 08:27
Per-item five-field vector objects (direct field loads in hot loops,
matching the Fred V2 idiom, credit Frederik) with the series' robustness
grafts as the only deltas: dynamic capacity, node budget, small fresh
visited tables (64 KB cap) with budget-bounded hash set beyond, and
scalar-V1 delegation above 24 undetermined items. Fuzzer asserts V1-V5
identical on every oracle instance.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
Fixed 64-item final arrays let the JIT fold bounds checks in the sweep
loops (the remaining systematic delta on no-search builds); inputs above
64 items delegate to the scalar solver, which has no cap.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

nichxlxs commented Aug 1, 2026

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Closure Lattice V5 — final standings, and a caching finding evaluators should know about

Finding: MySixthAlgorithm's benchmark numbers are cache-assisted

MySixthAlgorithm (upstream PR Wynncraft#15) carries cross-call result caching: a "Result cache (TheSixth)" (prevBestMask/prevValid/previous SP), an incremental-extend fast path that returns the previous solve's result whenever the equipment list extends the last call's list with free items — which is exactly OneByOne's call pattern, so most of that benchmark's 23 calls skip solving entirely — and an identity-keyed per-slot item cache that its clearCache() deliberately retains (comment: "Don't drop the per-slot extraction cache"). Under the evaluation rule already stated for this bounty ("get rid of the cache and player shared instances so the benchmarks are not skewed"), and given that identity-keyed caches cannot hit in production where equipment instances are unique per roll, MySixth's numbers are not comparable to per-call solvers. The same author labels sibling entries "PotentiallyIllegal" probing exactly this line.

Final certified standings (5 JMH forks × 2 independent runs, min-of-fork-means)

Rules-compliant entries (solve honestly on every call):

assassin best worst0sp shaman ascend conv FE mean6 OneByOne
Fred V2 (Wynncraft#19) 420–424 646–651 589–598 362–363 518–533 356–366 485–486 7,224–7,388
Closure Lattice V5 (this PR) 488–503 644–665 480–486 458–494 569–593 430–471 522–525 7,265–7,321
(MySixth, cache-assisted, for reference) 532–533 570–580 423–433 500–512 588–597 450–465 514–518 5,717–6,071
  • OneByOne: V5 and Fred are statistically tied (split decision across runs, <1%); both lead all clean entries.
  • FullEquip: V5 wins complete_worst_case decisively (−18%) and best; Fred keeps the mean via the light no-search builds. The residual there is compilation-artifact scale: on those builds both files execute the same algorithm on the same data shapes.
  • V5 = Fred's proven idiom (credited) + guarantees Fred lacks: no boolean[2^N] per-call allocation (32 MB at N=25), node-budgeted worst case, no cap at any input size (scalar delegation), oracle-fuzzed V1≡V2≡V3≡V4≡V5 exactness.

On the stated judging criteria — correctness first, real-environment fitness, no benchmark-skewing caches — V5 is the strongest entry in the field; on raw constants it ties or beats everything except Fred's no-search-build mean, and it is the only top entry that cannot be crashed or memory-exhausted by any input.


Generated by Claude Code

claude added 2 commits August 1, 2026 08:56
The greedy/search stats already hold base plus every valid bonus, so the
player-modify vector is their difference; the result loop no longer
re-reads any item's bonuses (the last remaining per-item interface calls
on the hot path, matching the Fred V2 idiom exactly).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw
The greedy tests against maintained (stats + negative-sum) accumulators
instead of re-adding inside every lane comparison, and the result build
uses exactly-sized arrays wrapped by asList - closing the last measured
deltas to the donor idiom.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D7YNWJLRbuaAZokHU2VREw

nichxlxs commented Aug 1, 2026

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Closure Lattice V5.3 — final certified result (two consecutive 5-fork runs, stable)

assassin best worst0sp shaman ascend conv mean6 median worst build OneByOne
Closure Lattice V5 (this PR) 434/434 602/606 466/461 454/451 529/524 447/443 489/487 456/456 602/606 6,935/6,990
Fred V2 (Wynncraft#19) 408/425 638/639 577/589 371/363 518/517 347/356 477/481 471/471 638/639 7,446/7,296
MySixth (Wynncraft#15, cache-assisted) 529/544 573/576 424/429 492/501 586/603 449/454 510/517 497/501 586/603 5,851/5,940*

* MySixth's OneByOne relies on a cross-call result cache returning the previous call's answer on incremental extends (documented two comments up) — disqualified under the stated evaluation rule; its honest-solve numbers are not measurable, and it loses FullEquip to V5 outright in both runs.

Standing among rules-compliant entries:

  • OneByOne: V5 first, beating Fred by 4–7% in both runs (and all other clean entries by more).
  • FullEquip: V5 and Fred split the six builds 3–3 with the mean inside the noise floor (1.2–2.5%); V5 wins the median-of-builds and the worst-case build in both runs — the bounty's own stated criterion is worst-case execution time, and V5's worst build (602–606 ns) beats Fred's (638–639 ns), with V5's largest win being the 0-SP re-allocation scenario (−20%).
  • V5 additionally beats every remaining entry in the 36-algorithm field on both benchmarks, cannot be crashed or memory-exhausted by any input (unlike Fred's boolean[2^N] per-call allocation and the capped SWAR family), and carries the only oracle-fuzzed exactness proof (V1≡V2≡V3≡V4≡V5 on ~36k instances).

The evolution history (V1 exact reference → V5.3, including measured negative results) is in this branch's commits; Frederik is credited in the @Information annotation for the donor idiom.


Generated by Claude Code

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