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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 | // The trained sparse/residual world model, running in the browser.
//
// This is a port of `models/sparse_residual.py` (gate + delta head) and of
// `build_object_features_contact` in `experiments/train_sparse_model.py`, driven by the
// weights `experiments/export_web_model.py` exports from a real checkpoint. The models are
// two-layer MLPs of a few thousand parameters, so the whole forward pass is a handful of
// matrix multiplies and needs no runtime, no WASM, and no network beyond the weight file.
//
// It has to be an exact port, not a lookalike: `tests/test_web_export.py` runs this file
// under node against outputs recorded from PyTorch and requires agreement to 1e-4. A
// transposed weight or a mis-ordered feature block would still produce plausible-looking
// gates on screen, which is exactly the kind of quiet wrongness this project exists to
// complain about.
export const POSE_DIM = 3;
export const VELOCITY_DIM = 6;
export const GOAL_DIM = 2;
export const PUSHER_DIM = 2;
/** Unpack the flat state vector into the pieces the feature builder needs.
* Layout matches `models/layout.StateLayout`: pusher(2), poses(N*3), velocities(N*6), goal(2). */
export function unpackState(state, numObjects) {
const poseStart = PUSHER_DIM;
const velStart = poseStart + numObjects * POSE_DIM;
const goalStart = velStart + numObjects * VELOCITY_DIM;
const poses = [];
const velocities = [];
for (let i = 0; i < numObjects; i += 1) {
poses.push(state.slice(poseStart + i * POSE_DIM, poseStart + (i + 1) * POSE_DIM));
velocities.push(state.slice(velStart + i * VELOCITY_DIM, velStart + (i + 1) * VELOCITY_DIM));
}
return {
pusher: state.slice(0, PUSHER_DIM),
poses,
velocities,
goal: state.slice(goalStart, goalStart + GOAL_DIM),
};
}
/** Planar speed per object: columns 3:5 of the 6-wide velocity block, matching
* `momentum_shortcut.planar_speed`. Everything that asks "is this object moving" must use
* this and only this, or the trivial rules stop being the rules the paper reports. */
export function planarSpeeds(state, numObjects) {
const { velocities } = unpackState(state, numObjects);
return velocities.map((v) => Math.hypot(v[3], v[4]));
}
const clamp = (value, low, high) => Math.min(high, Math.max(low, value));
/** Where the pusher ends up after this action. Deterministic, and identical to `env.step`. */
export function pusherNext(pusher, action, constants) {
const scale = constants.pusher_action_scale;
const bound = constants.pusher_bound;
return [
clamp(pusher[0] + clamp(action[0], -1, 1) * scale, -bound, bound),
clamp(pusher[1] + clamp(action[1], -1, 1) * scale, -bound, bound),
];
}
/** The velocity-FREE contact featurisation, width 19 per object at any object count.
*
* Fixed width is what lets one exported checkpoint drive 3-, 5- and 8-object scenes: the
* neighbour block is a permutation-invariant summary rather than a concatenation of every
* other object, so nothing in the input grows with N.
*
* Block order below is load-bearing -- it must match the `torch.cat` in
* `build_object_features_contact` exactly.
*/
export function contactFeatures(state, action, numObjects, constants) {
const { pusher, poses, goal } = unpackState(state, numObjects);
const clipped = [clamp(action[0], -1, 1), clamp(action[1], -1, 1)];
const next = pusherNext(pusher, clipped, constants);
const xy = poses.map((pose) => [pose[0], pose[1]]);
const features = [];
for (let i = 0; i < numObjects; i += 1) {
const [ox, oy] = xy[i];
const relGoal = [goal[0] - ox, goal[1] - oy];
const relPusher = [pusher[0] - ox, pusher[1] - oy];
const relNext = [next[0] - ox, next[1] - oy];
const contactDistance = Math.hypot(relNext[0], relNext[1]);
const signed = contactDistance - constants.contact_radius;
const safe = Math.max(contactDistance, 1e-6);
const pushDir = [-relNext[0] / safe, -relNext[1] / safe];
// Neighbour block: mean relative position of the others, the nearest one's relative
// position, and the distance to it. pairwise[i][j] = xy_j - xy_i, diagonal excluded.
let meanX = 0;
let meanY = 0;
let nearestDistance = Infinity;
let nearestRel = [0, 0];
if (numObjects > 1) {
for (let j = 0; j < numObjects; j += 1) {
if (j === i) continue;
const dx = xy[j][0] - ox;
const dy = xy[j][1] - oy;
meanX += dx;
meanY += dy;
const distance = Math.hypot(dx, dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestRel = [dx, dy];
}
}
meanX /= numObjects - 1;
meanY /= numObjects - 1;
} else {
nearestDistance = 0;
}
features.push([
poses[i][0], poses[i][1], poses[i][2],
relGoal[0], relGoal[1],
relPusher[0], relPusher[1],
clipped[0], clipped[1],
relNext[0], relNext[1],
signed,
pushDir[0], pushDir[1],
meanX, meanY, nearestRel[0], nearestRel[1], nearestDistance,
]);
}
return features;
}
/** One `nn.Linear`: out = W x + b, with W stored row-major as PyTorch does. */
function linear(input, layer) {
const { weight, bias } = layer;
const output = new Array(weight.length);
for (let row = 0; row < weight.length; row += 1) {
const w = weight[row];
let sum = bias[row];
for (let col = 0; col < w.length; col += 1) sum += w[col] * input[col];
output[row] = sum;
}
return output;
}
/** ReLU between every pair of layers and nothing after the last, matching
* `ObjectChangeGate.mlp` and the delta head's `nn.Sequential`. */
function mlp(input, layers) {
let activation = input;
for (let index = 0; index < layers.length; index += 1) {
activation = linear(activation, layers[index]);
if (index < layers.length - 1) {
activation = activation.map((value) => (value > 0 ? value : 0));
}
}
return activation;
}
const sigmoid = (x) => 1 / (1 + Math.exp(-x));
export class SparseResidualModel {
constructor(weights) {
this.weights = weights;
this.constants = weights.constants;
}
/** Load the exported bundle. It holds one entry per trained checkpoint, because the demo
* runs in two regimes: the live sandbox is the planar environment and gets the
* planar-trained gate, while the replay tab shows recorded MuJoCo/Box2D/Chipmunk episodes
* and gets the tabletop-trained one. Scoring a tabletop model on live planar physics would
* show a domain shift and invite a viewer to read it as the model being bad. */
static async loadBundle(url) {
const response = await fetch(url);
if (!response.ok) throw new Error(`could not load model weights from ${url}`);
const bundle = await response.json();
const models = new Map();
for (const [name, weights] of Object.entries(bundle.models)) {
models.set(name, new SparseResidualModel(weights));
}
return { models, default: bundle.default };
}
/** Gate probabilities, hard gates and per-object deltas for one transition.
*
* The deployed gate is a threshold at 0.5 on the sigmoid, which is what
* `momentum_shortcut.predicted_mask` uses to score every number in the paper. The
* Gumbel noise in the training-time estimator is deliberately absent: it would make the
* same scene score differently on every frame, and evaluation never uses it either.
*/
predict(state, action, numObjects) {
const features = contactFeatures(state, action, numObjects, this.constants);
const probs = [];
const gates = [];
const deltas = [];
for (const objectFeatures of features) {
const probability = sigmoid(mlp(objectFeatures, this.weights.gate)[0]);
probs.push(probability);
gates.push(probability >= 0.5 ? 1 : 0);
deltas.push(mlp(objectFeatures, this.weights.delta));
}
return { features, probs, gates, deltas };
}
/** Next poses under the model: pose + gate * delta. Objects the gate leaves off are
* copied forward verbatim -- the whole architectural claim in one line. */
step(state, action, numObjects) {
const { poses } = unpackState(state, numObjects);
const { probs, gates, deltas } = this.predict(state, action, numObjects);
const next = poses.map((pose, i) => [
pose[0] + gates[i] * deltas[i][0],
pose[1] + gates[i] * deltas[i][1],
pose[2] + gates[i] * deltas[i][2],
]);
return { poses: next, probs, gates, deltas };
}
}
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