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