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4f3f5e7 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 | // The trivial-rule battery, live in the browser.
//
// A port of `experiments/onset_shortcut_audit.py`. This is the part of the demo that carries
// the paper's actual claim: the point is not that the model works, it is that a rule with
// zero parameters keeps beating it. Watching `nearest_to_pusher` track the label frame by
// frame on a scene the viewer is driving themselves is a more honest demonstration than any
// table, and it is the same computation the paper reports.
//
// Rules whose inputs are unavailable are omitted rather than scored zero, exactly as in
// `experiments/audit_battery.py`.
import { planarSpeeds, pusherNext, unpackState } from './model.js';
export const REST_SPEED = 2.55e-5;
export const RULE_DESCRIPTIONS = {
already_moving: 'Predict change iff the object is already moving. Zero parameters. Wins the motion benchmark.',
pusher_near: 'Predict change iff the pusher will be within a fitted radius. One parameter.',
pusher_approaching: 'As pusher_near, but only when the action closes the gap rather than opening it.',
nearest_to_pusher: 'Predict change for the single object closest to the pusher. Zero parameters. Wins the onset benchmark.',
second_nearest_to_pusher: 'The obvious follow-up once "nearest" is defeated.',
two_nearest_to_pusher: 'The two closest objects.',
moving_or_near: 'Moving OR near the pusher: the best a reader could do by combining both shortcuts by hand.',
near_a_mover: 'Within a radius of an object that is already moving. The natural shortcut for a contact chain.',
near_pusher_or_mover: 'Near the pusher OR near a mover.',
moving_or_near_mover: 'Moving OR near a mover. Wins the interaction benchmark.',
always_change: 'Flag everything. The degeneracy floor: every ungated published model sits here (recall 0.999 to 1.000).',
};
export const ZERO_PARAMETER_RULES = new Set([
'already_moving', 'nearest_to_pusher', 'second_nearest_to_pusher',
'two_nearest_to_pusher', 'always_change',
]);
/** Every rule's per-object prediction for one transition.
*
* `radius` is the contact radius the thresholded rules use. In the paper it is fitted on
* the validation split and applied unchanged to test; here it is a slider, so a viewer can
* check for themselves that no particular setting is doing the work.
*/
export function evaluateRules(state, action, numObjects, radius, constants) {
const { pusher, poses } = unpackState(state, numObjects);
const speeds = planarSpeeds(state, numObjects);
const next = pusherNext(pusher, action, constants);
const xy = poses.map((pose) => [pose[0], pose[1]]);
const moving = speeds.map((speed) => (speed > REST_SPEED ? 1 : 0));
const distance = xy.map(([x, y]) => Math.hypot(next[0] - x, next[1] - y));
const distanceBefore = xy.map(([x, y]) => Math.hypot(pusher[0] - x, pusher[1] - y));
const near = distance.map((d) => (d <= radius ? 1 : 0));
const closing = distance.map((d, i) => (d < distanceBefore[i] ? 1 : 0));
const order = distance.map((d, i) => [d, i]).sort((a, b) => a[0] - b[0]).map(([, i]) => i);
const oneHot = (indices) => {
const mask = new Array(numObjects).fill(0);
indices.forEach((index) => { if (index !== undefined) mask[index] = 1; });
return mask;
};
// Distance from each object to the nearest object that is ALREADY moving. With nothing
// moving this is Infinity, so those rows predict nothing rather than everything.
const distanceToMover = xy.map(([x, y], i) => {
let best = Infinity;
for (let j = 0; j < numObjects; j += 1) {
if (j === i || !moving[j]) continue;
best = Math.min(best, Math.hypot(xy[j][0] - x, xy[j][1] - y));
}
return best;
});
const nearMover = distanceToMover.map((d) => (d <= radius ? 1 : 0));
const either = (a, b) => a.map((value, i) => Math.max(value, b[i]));
const rules = {
already_moving: moving,
pusher_near: near,
pusher_approaching: near.map((value, i) => value * closing[i]),
nearest_to_pusher: oneHot([order[0]]),
moving_or_near: either(moving, near),
always_change: new Array(numObjects).fill(1),
near_a_mover: nearMover,
near_pusher_or_mover: either(near, nearMover),
moving_or_near_mover: either(moving, nearMover),
};
if (numObjects >= 2) {
rules.second_nearest_to_pusher = oneHot([order[1]]);
rules.two_nearest_to_pusher = oneHot([order[0], order[1]]);
}
return { rules, speeds, moving, distance };
}
/** Running confusion-matrix totals, so F1 can be reported over a whole episode rather than
* a single frame. One frame of a three-object scene is far too small a sample to rank
* anything, and a per-frame F1 would flicker between 0 and 1 and mean nothing. */
export class RunningScore {
constructor() { this.reset(); }
reset() {
this.truePositive = 0;
this.falsePositive = 0;
this.falseNegative = 0;
this.onsetTruePositive = 0;
this.onsetFalsePositive = 0;
this.onsetFalseNegative = 0;
}
update(prediction, target, atRest) {
for (let i = 0; i < prediction.length; i += 1) {
const predicted = prediction[i] > 0.5;
const actual = target[i] > 0.5;
if (predicted && actual) this.truePositive += 1;
else if (predicted) this.falsePositive += 1;
else if (actual) this.falseNegative += 1;
// Onset: objects currently at rest, which can only start moving through contact. This
// is the half of the task that requires prediction rather than continuation.
if (atRest[i]) {
if (predicted && actual) this.onsetTruePositive += 1;
else if (predicted) this.onsetFalsePositive += 1;
else if (actual) this.onsetFalseNegative += 1;
}
}
}
static f1(truePositive, falsePositive, falseNegative) {
const precision = truePositive + falsePositive ? truePositive / (truePositive + falsePositive) : 0;
const recall = truePositive + falseNegative ? truePositive / (truePositive + falseNegative) : 0;
return precision + recall ? (2 * precision * recall) / (precision + recall) : 0;
}
get f1() { return RunningScore.f1(this.truePositive, this.falsePositive, this.falseNegative); }
get onsetF1() {
return RunningScore.f1(this.onsetTruePositive, this.onsetFalsePositive, this.onsetFalseNegative);
}
get support() { return this.truePositive + this.falseNegative; }
}
/** A scoreboard over every rule plus the learned model, updated one frame at a time. */
export class Scoreboard {
constructor() {
this.scores = new Map();
}
reset() { this.scores.clear(); }
update(name, prediction, target, atRest) {
if (!this.scores.has(name)) this.scores.set(name, new RunningScore());
this.scores.get(name).update(prediction, target, atRest);
}
/** Rows sorted by F1, best first, with the model tagged so the UI can highlight it. */
rows() {
return [...this.scores.entries()]
.map(([name, score]) => ({
name,
f1: score.f1,
onsetF1: score.onsetF1,
support: score.support,
isModel: name === 'model',
parameters: name === 'model' ? null : (ZERO_PARAMETER_RULES.has(name) ? 0 : 1),
}))
.sort((a, b) => b.f1 - a.f1);
}
}
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