// 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 }; } }