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| // 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); | |
| } | |
| } | |