playground: add attractor and dispersion controls
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4 changed files with 179 additions and 25 deletions
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@ -28,7 +28,7 @@ See `nisps-core/README.md` for complete documentation and examples.
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The `playground/` directory contains a browser-based interactive demo of the NISPS ML engine. It's a faithful JavaScript port of nisps-core's MLP + IML, with no build step or dependencies.
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- **2 inputs** (virtual joystick X/Y) mapped through a `[3, 10, 10, 14, 8]` MLP to **8 outputs** controlling a Canvas2D flow-field particle system
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- **2 inputs** (virtual joystick X/Y) mapped through a `[3, 10, 10, 14, 12]` MLP to **12 outputs** controlling a Canvas2D flow-field particle system
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- **Two learning modes**: Examples (set slider targets, add examples, train) and RL Feedback (thumbs up/down with exploration noise)
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- **Serve statically**: `cd playground && python3 -m http.server`
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- **Mobile-first**: designed for touch/foldable phone use
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@ -8,7 +8,7 @@ import { Controls } from './ui/controls.js';
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import { ParamDisplay } from './ui/param-display.js';
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const N_INPUTS = 2;
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const N_OUTPUTS = 8;
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const N_OUTPUTS = 12;
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// --- State ---
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let iml;
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@ -20,6 +20,10 @@ let learningMode = 'examples'; // 'examples' | 'rl'
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let noiseLevel = 0.05;
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let rlExplorationDecay = 0.97;
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let animating = true;
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let gamepadIndex = -1;
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let gamepadButtonsPrev = [];
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let gamepadConnected = false;
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let gamepadLastAxes = [0.5, 0.5];
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// --- Init ---
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function init() {
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@ -65,12 +69,18 @@ function init() {
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helpOverlay.addEventListener('click', () => helpOverlay.classList.add('hidden'));
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}
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window.addEventListener('gamepadconnected', () => refreshDashboard());
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window.addEventListener('gamepaddisconnected', () => refreshDashboard());
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// Run initial inference to populate outputs
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iml.setInput(0, 0.5);
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iml.setInput(1, 0.5);
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iml.process();
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visualizer.setParams(iml.getOutputs());
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paramDisplay.update(iml.getOutputs());
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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// Start animation
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animate();
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@ -82,6 +92,7 @@ function init() {
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// --- Animation loop ---
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function animate() {
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if (!animating) return;
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pollGamepad();
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visualizer.draw();
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requestAnimationFrame(animate);
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}
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@ -99,6 +110,8 @@ function onJoystickMove(x, y) {
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if (learningMode !== 'examples' || paramDisplay.activeBar < 0) {
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paramDisplay.update(outputs);
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}
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refreshDashboard();
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}
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// --- Examples mode callbacks ---
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@ -108,17 +121,20 @@ function onAddExample() {
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const outputs = [...paramDisplay.values];
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iml.addExample(inputs, outputs);
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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refreshDashboard();
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flash('btn-add');
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}
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function onTrain() {
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const loss = iml.train();
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const loss = trainModel();
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if (loss !== null) {
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// After training, switch back to inference and update display
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const outputs = iml.getOutputs();
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visualizer.setParams(outputs);
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paramDisplay.update(outputs);
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controls.updateStatus(iml.exampleCount, loss, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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flash('btn-train');
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}
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}
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@ -130,12 +146,18 @@ function onRandomize() {
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paramDisplay.update(outputs);
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noiseLevel = 0.05; // reset noise
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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refreshDashboard();
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}
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function onClear() {
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iml.clearDataset();
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iml.lossHistory = [];
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iml.bestLoss = null;
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iml.totalTrainingIterations = 0;
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noiseLevel = 0.05;
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controls.updateStatus(0, null, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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clearState();
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}
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@ -147,13 +169,15 @@ function onThumbsUp() {
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iml.addExample(inputs, outputs);
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// Retrain incrementally
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iml.train();
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trainModel();
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// Decay noise - more positive examples = less exploration
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noiseLevel *= rlExplorationDecay;
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noiseLevel = Math.max(noiseLevel, 0.005);
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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flash('btn-thumbsup');
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}
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@ -168,6 +192,7 @@ function onThumbsDown() {
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visualizer.setParams(outputs);
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paramDisplay.update(outputs);
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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refreshDashboard();
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flash('btn-thumbsdown');
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}
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@ -179,6 +204,7 @@ function onModeChange(mode) {
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paramDisplay.setDraggable(false);
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}
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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refreshDashboard();
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}
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// --- Presets ---
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@ -187,28 +213,30 @@ window.loadPreset = function(name) {
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if (name === 'calm-to-chaotic') {
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// Bottom-left: slow, smooth, cool; top-right: fast, turbulent, warm
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iml.addExample([0.1, 0.9], [0.25, 0.3, 0.1, 0.55, 0.2, 0.3, 0.02, 0.05]);
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iml.addExample([0.9, 0.1], [0.75, 0.7, 0.9, 0.05, 0.8, 0.7, 0.9, 0.95]);
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iml.addExample([0.5, 0.5], [0.5, 0.5, 0.5, 0.3, 0.5, 0.5, 0.4, 0.5]);
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iml.addExample([0.1, 0.9], [0.25, 0.3, 0.1, 0.55, 0.2, 0.3, 0.02, 0.05, 0.9, 0.45, 0.25, 0.2]);
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iml.addExample([0.9, 0.1], [0.75, 0.7, 0.9, 0.05, 0.8, 0.7, 0.9, 0.95, 0.3, 0.2, 0.85, 0.7]);
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iml.addExample([0.5, 0.5], [0.5, 0.5, 0.5, 0.3, 0.5, 0.5, 0.4, 0.5, 0.7, 0.6, 0.5, 0.45]);
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} else if (name === 'rainbow-sweep') {
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// Left to right sweeps through hues
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iml.addExample([0.0, 0.5], [0.5, 0.5, 0.4, 0.0, 0.3, 0.4, 0.05, 0.3]);
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iml.addExample([0.5, 0.5], [0.5, 0.5, 0.4, 0.5, 0.3, 0.4, 0.05, 0.3]);
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iml.addExample([1.0, 0.5], [0.5, 0.5, 0.4, 1.0, 0.3, 0.4, 0.05, 0.3]);
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iml.addExample([0.0, 0.5], [0.5, 0.5, 0.4, 0.0, 0.3, 0.4, 0.05, 0.3, 0.8, 0.55, 0.4, 0.3]);
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iml.addExample([0.5, 0.5], [0.5, 0.5, 0.4, 0.5, 0.3, 0.4, 0.05, 0.3, 0.8, 0.55, 0.55, 0.35]);
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iml.addExample([1.0, 0.5], [0.5, 0.5, 0.4, 1.0, 0.3, 0.4, 0.05, 0.3, 0.8, 0.55, 0.75, 0.45]);
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} else if (name === 'vortex') {
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// Center: tight spiral, edges: wide flow
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iml.addExample([0.5, 0.5], [0.0, 0.8, 0.8, 0.6, 0.1, 0.15, 0.02, 1.0]);
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iml.addExample([0.0, 0.0], [0.5, 0.2, 0.3, 0.8, 0.9, 0.6, 0.08, 0.1]);
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iml.addExample([1.0, 1.0], [0.5, 0.2, 0.3, 0.2, 0.9, 0.6, 0.08, 0.1]);
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iml.addExample([0.0, 1.0], [0.3, 0.4, 0.5, 0.4, 0.5, 0.4, 0.05, 0.5]);
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iml.addExample([1.0, 0.0], [0.7, 0.4, 0.5, 0.0, 0.5, 0.4, 0.05, 0.5]);
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iml.addExample([0.5, 0.5], [0.0, 0.8, 0.8, 0.6, 0.1, 0.15, 0.02, 1.0, 1.0, 0.3, 0.95, 0.85]);
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iml.addExample([0.0, 0.0], [0.5, 0.2, 0.3, 0.8, 0.9, 0.6, 0.08, 0.1, 0.35, 0.8, 0.25, 0.15]);
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iml.addExample([1.0, 1.0], [0.5, 0.2, 0.3, 0.2, 0.9, 0.6, 0.08, 0.1, 0.35, 0.8, 0.25, 0.15]);
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iml.addExample([0.0, 1.0], [0.3, 0.4, 0.5, 0.4, 0.5, 0.4, 0.05, 0.5, 0.65, 0.5, 0.55, 0.45]);
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iml.addExample([1.0, 0.0], [0.7, 0.4, 0.5, 0.0, 0.5, 0.4, 0.05, 0.5, 0.65, 0.5, 0.55, 0.45]);
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}
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const loss = iml.train();
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const loss = trainModel();
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const outputs = iml.getOutputs();
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visualizer.setParams(outputs);
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paramDisplay.update(outputs);
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controls.updateStatus(iml.exampleCount, loss, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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};
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// --- Persistence ---
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@ -229,11 +257,13 @@ function loadState() {
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for (let i = 0; i < data.features.length; i++) {
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iml.addExample(data.features[i], data.labels[i]);
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}
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iml.train();
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trainModel();
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const outputs = iml.getOutputs();
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visualizer.setParams(outputs);
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paramDisplay.update(outputs);
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controls.updateStatus(iml.exampleCount, iml.lastLoss, noiseLevel);
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controls.updateLossPlot(iml.lossHistory);
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refreshDashboard();
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}
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} catch (e) { /* ignore */ }
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}
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@ -253,6 +283,100 @@ function flash(id) {
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setTimeout(() => el.classList.remove('flash'), 200);
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}
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function trainModel() {
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let lastPlotUpdate = 0;
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const loss = iml.train({
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onIteration: (iter, iterLoss) => {
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if (iter - lastPlotUpdate < 8) return;
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lastPlotUpdate = iter;
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controls.updateLossPlot([...iml.lossHistory, iterLoss]);
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},
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});
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return loss;
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}
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function refreshDashboard() {
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const outputs = iml.getOutputs();
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let mean = 0;
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for (let i = 0; i < outputs.length; i++) mean += outputs[i];
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mean /= Math.max(outputs.length, 1);
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let variance = 0;
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for (let i = 0; i < outputs.length; i++) {
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const diff = outputs[i] - mean;
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variance += diff * diff;
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}
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variance /= Math.max(outputs.length, 1);
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controls.updateMetrics({
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mode: learningMode,
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joystickX: joystick.x,
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joystickY: joystick.y,
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outputMean: mean,
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outputSpread: Math.sqrt(variance),
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bestLoss: iml.bestLoss,
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totalTrainingIterations: iml.totalTrainingIterations,
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gamepadConnected,
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});
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}
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function pollGamepad() {
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if (!navigator.getGamepads) return;
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const gamepads = navigator.getGamepads();
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let gp = null;
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if (gamepadIndex >= 0 && gamepads[gamepadIndex] && gamepads[gamepadIndex].connected) {
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gp = gamepads[gamepadIndex];
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} else {
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gamepadIndex = -1;
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for (let i = 0; i < gamepads.length; i++) {
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if (gamepads[i] && gamepads[i].connected) {
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gp = gamepads[i];
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gamepadIndex = i;
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break;
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}
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}
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}
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const wasConnected = gamepadConnected;
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gamepadConnected = !!gp;
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if (wasConnected !== gamepadConnected) refreshDashboard();
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if (!gp) {
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gamepadButtonsPrev = [];
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return;
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}
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const deadzone = 0.08;
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const rawX = gp.axes[0] || 0;
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const rawY = gp.axes[1] || 0;
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const axisX = Math.abs(rawX) < deadzone ? 0 : rawX;
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const axisY = Math.abs(rawY) < deadzone ? 0 : rawY;
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const mappedX = (axisX + 1) * 0.5;
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const mappedY = (axisY + 1) * 0.5;
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const moved = Math.abs(mappedX - gamepadLastAxes[0]) > 0.002 || Math.abs(mappedY - gamepadLastAxes[1]) > 0.002;
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if (moved && paramDisplay.activeBar < 0) {
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gamepadLastAxes = [mappedX, mappedY];
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joystick.setPosition(mappedX, mappedY, { emit: true, touching: true });
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} else if (!moved && joystick.touching) {
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joystick.setPosition(joystick.x, joystick.y, { emit: false, touching: false });
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}
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// Standard gamepad mapping: LB=4, RB=5
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const lbPressed = !!gp.buttons[4]?.pressed;
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const rbPressed = !!gp.buttons[5]?.pressed;
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const lbPrev = !!gamepadButtonsPrev[4];
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const rbPrev = !!gamepadButtonsPrev[5];
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if (learningMode === 'rl') {
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if (rbPressed && !rbPrev) onThumbsUp();
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if (lbPressed && !lbPrev) onThumbsDown();
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}
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gamepadButtonsPrev[4] = lbPressed;
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gamepadButtonsPrev[5] = rbPressed;
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}
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// --- Start ---
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document.addEventListener('DOMContentLoaded', () => {
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init();
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@ -1,11 +1,11 @@
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// Parameter bar display
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// Shows 8 output parameters as horizontal bars, draggable in examples mode
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// Shows output parameters as horizontal bars, draggable in examples mode
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const PARAM_NAMES = ['Flow', 'Scale', 'Speed', 'Hue', 'Spread', 'Size', 'Trail', 'Turb'];
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const PARAM_COLORS = ['#00ff88', '#00ccff', '#ff6600', '#ff00cc', '#ffcc00', '#88ff00', '#0088ff', '#ff3366'];
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const PARAM_NAMES = ['Flow', 'Scale', 'Speed', 'Hue', 'Spread', 'Size', 'Trail', 'Turb', 'Attract', 'Radius', 'DispRate', 'DispAmt'];
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const PARAM_COLORS = ['#00ff88', '#00ccff', '#ff6600', '#ff00cc', '#ffcc00', '#88ff00', '#0088ff', '#ff3366', '#9bff5f', '#59d3ff', '#ff8f3f', '#a0b7ff'];
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export class ParamDisplay {
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constructor(container, numParams = 8) {
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constructor(container, numParams = 12) {
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this.container = container;
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this.numParams = numParams;
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this.values = new Array(numParams).fill(0.5);
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// Flow field particle system with Canvas2D
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// Controlled by 8 output parameters from the IML network
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// Controlled by 12 output parameters from the IML network
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// Simple value noise (no dependencies)
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const PERM = new Uint8Array(512);
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@ -63,6 +63,10 @@ export class FlowFieldVisualizer {
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particleSize: 3, // p5: dot radius
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fadeRate: 0.05, // p6: trail length
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turbulence: 1, // p7: chaos
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attractStrength: 0.8, // p8: pull toward screen center
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attractRadius: 200, // p9: radius where attraction is strongest
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dispersionRate: 2.0, // p10: speed of outward dispersion pulses
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dispersionAmount: 1.0, // p11: strength of outward dispersion
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};
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this.resize();
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@ -95,7 +99,7 @@ export class FlowFieldVisualizer {
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// Set parameters from IML output (all values 0-1)
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setParams(outputs) {
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if (!outputs || outputs.length < 8) return;
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if (!outputs || outputs.length < 12) return;
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this.params.angleOffset = outputs[0] * TWO_PI;
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this.params.scale = 0.001 + outputs[1] * 0.009;
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this.params.speed = 0.5 + outputs[2] * 4.5;
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@ -104,6 +108,10 @@ export class FlowFieldVisualizer {
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this.params.particleSize = 1 + outputs[5] * 5;
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this.params.fadeRate = 0.01 + outputs[6] * 0.14;
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this.params.turbulence = outputs[7] * 2;
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this.params.attractStrength = 0.1 + outputs[8] * 2.9;
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this.params.attractRadius = 40 + outputs[9] * 420;
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this.params.dispersionRate = 0.2 + outputs[10] * 8;
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this.params.dispersionAmount = outputs[11] * 3;
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}
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draw() {
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@ -124,8 +132,30 @@ export class FlowFieldVisualizer {
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// Move particle
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const vx = Math.cos(angle + curl) * params.speed;
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const vy = Math.sin(angle + curl) * params.speed;
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p.x += vx;
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p.y += vy;
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let nextX = p.x + vx;
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let nextY = p.y + vy;
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// Central attractor keeps trajectories from sticking to the outer edges.
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const cx = width * 0.5;
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const cy = height * 0.5;
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const dx = cx - nextX;
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const dy = cy - nextY;
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const dist = Math.hypot(dx, dy) + 1e-6;
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const nxCenter = dx / dist;
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const nyCenter = dy / dist;
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const normalizedDist = Math.min(dist / params.attractRadius, 2);
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const falloff = 1 / (1 + normalizedDist * normalizedDist);
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nextX += nxCenter * params.attractStrength * falloff;
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nextY += nyCenter * params.attractStrength * falloff;
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// Time-varying dispersion pushes particles outward near the center.
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const dispersionPulse = 0.5 + 0.5 * Math.sin(this.time * params.dispersionRate + p.id * 0.07);
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const dispersionForce = params.dispersionAmount * dispersionPulse * falloff;
|
||||
nextX -= nxCenter * dispersionForce;
|
||||
nextY -= nyCenter * dispersionForce;
|
||||
|
||||
p.x = nextX;
|
||||
p.y = nextY;
|
||||
|
||||
// Wrap around edges
|
||||
if (p.x < 0) p.x += width;
|
||||
|
|
|
|||
Loading…
Reference in a new issue