- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
User:Vasiln/Goblin Logic 3
Optimization: Opcodes revisited
Right now, we have seven operations codes to spare: 0000, 1010, 1011, 1100, 1101, 1110, and 1111; and 15 arguments for XOR; and 8 arguments for bit shift or bit rotate. Way more than we need. At the same time, we don't have nearly enough memory. We could do a couple of things: we could add instructions, so that for instance it wouldn't take two instructions to add two numbers. We could also switch it up to a 3-bit instruction and a 5-bit address.
Or, we could do both. Let's redefine our operations:
- 000xxxxx Write from xxxxx to register a
- 001xxxxx Write from xxxxx to register b
- 010xxxxx Write from register a to xxxxx
- 011xxxxx Write from register b to xxxxx
- 100xxxxx Register operations, receives xxxxx as specifying argument
- 101xxyyy Bit shifting register operations, receives xx as specifying argument, yyy as bit value to shift
- 110xxxxx Jump if not b to address xxxxx
- 111xxxxx Reserved (Halt?)
Two of these need specifying.
100xxxxx Register operations
*10000000 XOR a and b -> a *10000001 Add: XOR a and b -> a, write 9-bit carry word to buffer, XOR a and carry word->a, write 8-bit carry word to buffer, with carry(8)=output of first XOR(8) OR output of second XOR(8) *10000010 Add with carry: Add a and 0000000x where x is equal to carry(8), add a and b, carry(8)pre-b OR carry(8)post-b->carry(8) *10000011 XOR a with 11111111 *10000100 Add 1 to a (XOR a and 00000001, XOR a and carry word) *10000101 Compare a to b, output to b *10000110 Subtract a from b -> a (XOR a with 11111111, XOR a with 00000001, XOR a with carry, XOR a with b, XOR a with carry, invert carry(8)) *10000111 Subtract a from b with carry -> a (subtract carry(8) from b, subtract a from b) *10001000-10011111 Reserved (24 choices!)
101xxyyy Bit shifting register operations
*10100yyy Arithmetic right shift 0-7 units (y units) *10101yyy Arithmetic left shift 0-7 units (y units) *10110yyy Right rotate 0-7 units (y units) *10111yyy Reserved
Note that there's no reason to send a y of 000. I suppose 1010000, 10101000, and 10110000 are also reserved values. We'll try and save 10111yyy for an operation that requires a 3-bit argument. Maybe like "write true" or "write false" or "bitwise XOR."
So I just bit the bullet. We made a carry byte; we established a carry bit. We also built two constants into our system: 1 and -1. We've succumbed to 5 bit addressing, but we still have plenty of reserved instructions. We can add, subtract, multiply or divide, with a smaller instruction count. Finally, we're ready to design the kind of memory to be used by our registers:
######## <h^hh^h< ########
Lol. All of our functionality is built into our operations circuits or our buffer. Our register memory doesn't need to do anything special.
A note on the notion of "Turing complete"
To be Turing complete, a computer has to have four things: a NAND, a NOR, a jump if, and infinite memory.
The idea is that a computer with all of those things can run any program that any computer imaginable can run. Those are our minimum specifications.
You might notice that we lack one of those criteria. That's okay: so does every other computer that exists. Typically, when people talk about being "Turing complete," they ignore the infinite memory part.
So if all we need are 3 operations, why do we have the rest? If you've been reading the programs so far, you might imagine that it's for reasons of speed and memory space. I could write an XOR with a NAND and NOR. I could write a bit shift with an XOR and a jump if-- it would just be long and slow. I could redesign my look-ahead unit in software. I could store carry bits in main memory.
With only 32 bytes, operating under circumstances that are less than ideal-- I need all of the speed and memory space I can get.
Optimization: Memory Addressing Revisited
We spent a lot of time optimizing our adder, and ended up with a parallel add/look-ahead that was very fast-- less than half the time of our parallel ripple, and far faster than a full adder. What I forgot to mention is that there was a lot of stupid delay built into the add just by virtue of requiring two memory accesses (two XOR operations). We've been assuming that a single goblin will address all of our bits in a particular bit location, but that takes a lot of time: trip the hatch takes 100 ticks just to get him started, and with 32 bits to address, we're probably looking at something like 30 moves to make it to our addressable bit-- so we've got around 400 ticks just to read memory/buffer, followed by 100 ticks of latency for our memory.
We can cut this in half by addressing our bits in parallel.
######### #### ### ## ######d ## # #### ^### # # # #hhhhh#hX# # null path, if not addressed # # #### # # # ########d ## # # ddddddd^### # write true to memory ## # ########hX# # # ## ########### # #h#d ########d ## ##^# ddddddd^### # reset position write true to buffer #h## ########hX# # #X## ########### # #h## ########d ## #^## #######^### # memory true ##hd# ddddddd#hX# # write true to buffer #dh## ########### # ##^## ddddddd#d ## memory false write false to buffer #h## #######^#### #X###########hX# ### ####
This is memory bit 11111(0): that means it is addressed by our memory address being 11111, and it reads/writes buffer bit location 0. For memory at address 01111, we would see the first door of each path replaced with a hatch, and the first hatch of our null path replaced by a door.
We've replaced our begin hatch with a begin door. When it gets tripped, the goblin begins operations. That lowers latency, so long as we can guarantee that reset path doesn't become available before that door closes. He returns r/w t/f or null via the top NAND then returns to reset. Longest time to completion: 12/4, 176 ticks, followed by another 100 ticks from memory latency. Time to reset isn't important-- it can happen simultaneous with other operations.
You might notice two problems. Before, we were using a goblin to tell us if memory r/w was complete. Then, he had eight doors to walk through. Now, to do the same thing, he'd need 256 doors to walk though. The sheer distance would negate any speed benefit by independently addressed memory. How can we work around that?
The other problem is that this memory is 19 tiles wide. We can't fit 8 of these in a 3 square embark.
############# ## ## ## ######d#### # # ## h^hXh#d# Null completion (no r/w) # #hhhhh#####^## R/W completion # # ##h### # # ########d ## # # ddddddd^## # ## # ########h# # # ## ######Xh## # #h#d ########d ## ##^# ddddddd^## # Write true to buffer also opens hatch two tiles north to prevent escape #h## ########h# # #X## #######X## # #h## ######h### # #^## #######^## # ##hd# ddddddd#d ## #dh## ########## # ##^## ddddddd#d ## #h## #######^#### #X###########hX# ### ####
I could make it smaller, and thus faster, by using z-levels, but I don't want to do that. There is a lot to be said for keeping your design understandable at a glance. By the time I'm done, even I won't understand what I'm saying or what I've done.
One memory cell needs 2 goblins, 58 doors/hatches, and 96 mechanisms, if I counted right. Entire memory space will thus require 64 goblins, 1856 doors/hatches, and 3072 mechanisms.
Our memory cell is large-- 18 wide, 22 tall. Sides are just walls. 8 of these, side by side, would take up 137 tiles. That means that to keep a nice looking computer, we need a 3-wide embark. A 2 square tall embark would give us enough room for 4 of these. We might just need that-- each byte needs to be separated from the other by 2 dead z-levels, remember (could get around that with offsets, but that requires visualizing everything at once). So we could fit our entire memory space inside 24 z-levels of one map.
I'd rather keep it subterranean. I don't like the idea of a roc flying in and killing my memory. I guess I could get away with bridged pitting squares instead.
Let's consider build order too. We want any linked hatches or doors to be nearby in the build queue-- so that we can find them with a minimum of keystrokes. In our case, we can't build address doors until we've built an address buffer, buffer T/F doors until we've built a buffer, the begin door of our reset or continues until we've built a cycle manager, but everything else in this circuit just links to itself.
What about the problem of knowing when r/w is complete? By separating our continues into r/w and null, we guarantee that each bit location will only return a single r/w signal (and 31 null signals). We can still tell, with just eight doors. But each door has to be linked to 32 different r/w completion points.
Optimization: Memory Latency
So far, we've only been linking our operations to the true part of memory. We've been using FALSE and NOT TRUE interchangeably. But they're not quite interchangeable-- not really. Consider the following two circuits:
### ##### ###d#### # h # Xh^hh^hX r###c ####d### # d # ### #####
Let's link the leftmost plate of our memory (TRUE) to the door, and the rightmost plate of our memory to the hatch. Starting state of memory is TRUE. The door is open, and the hatch is closed.
What happens when we open the northern memory door at tick 0, allowing our goblin to move to false? At tick 5, he leaves his TRUE pressure plate. At tick 33, he reaches the FALSE pressure plate. The hatch opens at 33. The door doesn't close, however, until 105.
It happens in reverse, the other way. When we set him to true at tick 0, the hatch closes at tick 105, and the door opens at tick 33.
Our memory has two different latencies and a refractory period. The latency to switch to TRUE is the time it takes a goblin to move from FALSE to TRUE-- about 33 ticks. The latency to switch to FALSE is the time it takes a goblin to move off of TRUE plus 100 ticks-- about 105 ticks. The refractory period is the time after a write to memory during which we cannot write to memory again-- usually, 110 ticks (time for the door to close from a delay 10 goblin running a trip plate).
Design that takes advantage of this disconnect between FALSE and NOT TRUE gets really byzantine: you need to combine ORs with NANDs in the same design, make twice as many arms, etc. Logic was never designed to differentiate FALSE from NOT TRUE. You can't use it to optimize for both true and false, but if you expect one value more frequently than the other, you can optimize for that; if one state is timing dependent while the other is not, you can optimize for that.
One example of how we're optimizing for this lies in our memory timer-- the goblin that determines when all memory R/W has completed. We could give him eight hatches instead of eight doors, each of which started open (probably from his position on reset) and was tripped by a goblin completing a r/w. But that would introduce additional latency to our r/w: he wouldn't make it through the path until 100 ticks after r/w completion.
Cycle Manager
Every cycle of our computer follows a certain flowchart. Let's spell it out.
1) Copy memory at pointer to buffer 2) Copy buffer to instruction buffer 3) Increment pointer 4) Evaluate instruction 5) Go to 1
That's all. The complicated part of it is "evaluate instruction," which is sometimes going to involve writing to various places, someplace reading from various places, sometimes running operations to copy to buffer followed by operations to copy from buffer to register. But our basic cycle manager is very simple:
############### ## h## # ############4##### #d#hh1h^h23h^h#h#hX# ##r#############^### ##h#h#############h# #X###d ## ###################
r is reset. Each number corresponds to a pressure plate beginning that process. Each ^ corresponds to a pressure plate where we wait for completion of that operation. Notice that 2 and 3 can happen at the same time (we don't really need a separate pressure plate.)
I've added two other things. One is a lever operated door before reset. With this, we can permit operation or halt the system (very important if we accidentally program an endless loop!). I didn't design it very well, because it doesn't limit the goblin to a single tile, but it works. The other is a "back door" to our "execute instruction" part of the loop. This is important, because we need to get our values into memory to program the computer. We're going to do that via manually altering the instruction register and register a to write our program where we want it. We use our back door by opening the back door and closing, via hatch, normal progress along our cycle. Again, design was lazy and needs improvement.
Special Memory: Getting stuff done
So far, our computer doesn't do anything. I mean, it can compute anything we throw at it, but it doesn't kill goblins or irrigate our farms or anything like that. What we need is a special byte: an output byte.
Output
Output bytes look like any other kind of byte (yeah, I'm going to stop showing you that same picture of a memory bit now.) The only difference is that the pressure plate in the memory is linked to more than just r/w functions-- it's linked to existing devices. For instance, a bridge could raise when the goblin moves into TRUE position and lower when the goblin moves off of TRUE position.
You can see that a single output byte actually can have eight different outputs. How do we distinguish between which outputs? If output(0) opens our floodgates and output(1) raises our bridges, how do we do one without doing the other?
The answer doesn't lie in mechanics or design, but in programming.
Load 11111111 into b Arithmetic right shift b 7 times b is now 00000001 Arithmetic left shift b 1 time b is now 00000010 Load output into a XOR a and b if a(1) is 1 then a(1) becomes 0; if a(1) is 0 then a(1) becomes 1 Write a to output
We've just toggled the status of our second bit of output memory.
What if we don't want to toggle it, but just lower it? First, we need to know the state of output.
read output into b left shift b 6 times right shift b 7 times jump if not b (else) execute toggle
Or raise it?
... right shift b 7 times load 00000001 into a subtract a from b jump if not b
I told you-- we were going to do a lot more bit shifts than add with carries.
Input
Input's harder. At first, you wouldn't think so. Just link a lever to write to true, right? And another to write to false?
The problem is in simultaneous r/w. You have to prevent a goblin from writing to an input bit at the same time that you're writing to it from a lever. It doesn't help much to make the input read only (by the computer)-- you still have the problem of reading while writing is occurring, which can lead to two paths for our poor r/w goblin (simultaneous read true and read false).
What you have to do is prevent the goblin from reading (or writing) while any writing is going on. That means that every input device (levers, but pressure plates are better) has to prevent a r/w goblin from reading it until 100 ticks after writing to the input.
More to come.
Input/Output
You might wonder how you can build a bridge that you can operate with a lever, but that still plays nice with your computer-- so that you can open it or close it, but your computer can too. This is input/output. Instead of linking your lever directly to the bridge, you link it to an input bit. Then, you treat that input bit as an output bit, and link it to your bridge. Now your computer can operate the bridge, you can operate the bridge, and your computer can even tell if you pulled the lever while it wasn't looking.
The problem with this is that not only do you have to prevent the computer from reading the bit while you're writing to it-- the computer also has to prevent you from writing to the bit until after it's done writing to it. Ideally, you'd maintain a sort of stack of actions that you could execute, so that even if you pulled the lever while the computer was writing, your lever pull would go through as soon as it could.
More to come.
Feedback: Memory multiplexing
More to come.