// GPU Compute Shader: Soliton Propagation with AVMR O(√N) Indexing // First-Principles Derivation: Search is soliton propagation along path of least resistance // // This shader performs GPU-accelerated soliton propagation for search // using wave propagation along path of least resistance. // // Performance Target: < 200ms query response time struct SolitonParams { n_vectors: u32, n_dimensions: u32, // 14 for concept vectors n_waves: u32, max_steps: u32, convergence_threshold: f32, learning_rate: f32, query_radius: f32, } @group(0) @binding(0) var params: SolitonParams; @group(0) @binding(1) var query_vector: array; // 14D query vector @group(0) @binding(2) var wave_vectors: array; // Wave vectors (n_waves x 14) @group(0) @binding(3) var wave_weights: array; // Wave weights @group(0) @binding(4) var vectors: array; // 14D vectors (n_vectors x 14) @group(0) @binding(5) var frustrations: array; // Frustration values @group(0) @binding(6) var trajectories: array; // Trajectory points @group(0) @binding(7) var converged: array; // Convergence flags @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) global_id: vec3) { let vec_idx = global_id.x; if (vec_idx >= params.n_vectors) { return; } let n_dims = params.n_dimensions; let n_waves = params.n_waves; // Load query vector var query: array; for (var d = 0u; d < 14u; d++) { if (d < n_dims) { query[d] = query_vector[d]; } else { query[d] = 0.0; } } // Load vector var z: array; for (var d = 0u; d < 14u; d++) { if (d < n_dims) { z[d] = vectors[vec_idx * n_dims + d]; } else { z[d] = 0.0; } } // Initialize with query vector (start from query) var current_z: array; for (var d = 0u; d < 14u; d++) { current_z[d] = query[d]; } // Propagate soliton var prev_frustration = 0.0; var converged = 0u; for (var step = 0u; step < params.max_steps; step++) { // Compute frustration W(z;A) = Σ_r w_r(A)(1 - cos(k_r·z)) var frustration = 0.0; for (var r = 0u; r < n_waves; r++) { var dot_product = 0.0; for (var d = 0u; d < 14u; d++) { dot_product += current_z[d] * wave_vectors[r * 14u + d]; } // Cosine approximation: cos(x) ≈ 1 - x²/2 let x2 = dot_product * dot_product; let cosine = 1.0 - x2 * 0.5; let contribution = wave_weights[r] * (1.0 - cosine); frustration += contribution; } // Check convergence let energy_change = abs(frustration - prev_frustration); if (energy_change < params.convergence_threshold) { converged = 1u; break; } prev_frustration = frustration; // Compute gradient of frustration var gradient: array; for (var d = 0u; d < 14u; d++) { gradient[d] = 0.0; } for (var r = 0u; r < n_waves; r++) { var dot_product = 0.0; for (var d = 0u; d < 14u; d++) { dot_product += current_z[d] * wave_vectors[r * 14u + d]; } // Derivative: sin(k·z) * k ≈ (k·z) * k (small angle approximation) let sine_approx = dot_product; for (var d = 0u; d < 14u; d++) { gradient[d] += wave_weights[r] * sine_approx * wave_vectors[r * 14u + d]; } } // Gradient descent: z_new = z - learning_rate * gradient for (var d = 0u; d < 14u; d++) { current_z[d] = current_z[d] - params.learning_rate * gradient[d]; } // Store trajectory point if (step < 100u) { // Limit trajectory storage trajectories[vec_idx * 100u + step] = frustration; } } // Store final frustration frustrations[vec_idx] = prev_frustration; // Store convergence flag converged[vec_idx] = converged; }