mirror of
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The integration layer: vertex shader + FAMM + DAG + spectral + DNA force_response_host.html: 5-component integration 1. WebGPU init (or canvas fallback) 2. Force response loop: 1000 frames max 3. Per-frame: geodesic walk (vertex shader dispatch) 4. Meltdown detection: every 100 frames, 30% simulated failure 5. DAG checkpoint: save state on meltdown, resume from last good 6. FAMM guidance: scar pressure directs next geodesic path 7. Convergence check: low pressure + explored regions 8. DNA receipt: encode result as base64 quine Components integrated: - vertex_braid.wgsl (geodesic walk shader) - quine.py (DNA encoding, savestate, replicate) - FAMM (delay-line guidance, scar memory) - DAG (checkpoint tree, resume protocol) - Spectral basis (S^7 spherical harmonics) GPU negotiation: - Meltdown → FAMM scar → avoid region → retry - Timeout → checkpoint → guidance update → resume - Converge → DNA encode → quine receipt Fallback: canvas pixel encoder if WebGPU unavailable. Refs: FORCE_RESPONSE_SYNTHESIS.md (full theory), vertex_braid.wgsl (shader), quine.py (savestate/DNA)
595 lines
18 KiB
HTML
595 lines
18 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>SilverSight Force Response — GPU Negotiation Engine</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body {
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font-family: 'Courier New', monospace;
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background: #0a0a0a;
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color: #0f0;
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padding: 1em;
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min-height: 100vh;
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}
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h1 { color: #f00; margin-bottom: 0.3em; font-size: 1.3em; }
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.subtitle { color: #888; margin-bottom: 1em; font-size: 0.8em; }
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.status {
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background: #111;
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border: 1px solid #333;
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padding: 0.5em 1em;
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margin: 0.3em 0;
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font-size: 0.8em;
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}
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.status.running { border-color: #f80; }
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.status.success { border-color: #0f0; }
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.status.melt { border-color: #f00; }
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.status.checkpt { border-color: #0ff; }
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canvas {
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image-rendering: pixelated;
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border: 2px solid #f00;
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margin: 0.5em 0;
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width: 256px;
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height: 256px;
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}
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#log {
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background: #000;
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border: 1px solid #222;
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padding: 0.5em;
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height: 200px;
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overflow-y: auto;
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font-size: 0.75em;
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color: #0f0;
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white-space: pre-wrap;
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}
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#log .melt { color: #f00; }
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#log .checkpt { color: #0ff; }
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#log .success { color: #0f0; }
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#log .info { color: #888; }
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button {
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background: #f00;
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color: #fff;
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border: none;
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padding: 0.4em 0.8em;
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font-family: inherit;
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font-weight: bold;
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cursor: pointer;
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margin: 0.3em;
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}
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button:disabled { background: #333; cursor: not-allowed; }
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.grid-2 { display: grid; grid-template-columns: 1fr 1fr; gap: 1em; }
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.panel { background: #111; border: 1px solid #333; padding: 0.8em; }
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.panel h3 { color: #ff0; font-size: 0.9em; margin-bottom: 0.5em; }
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</style>
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</head>
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<body>
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<h1>⚡ FORCE RESPONSE ENGINE ⚡</h1>
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<p class="subtitle">GPU negotiation: geodesics, FAMM scars, DAG savestates, DNA encoding</p>
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<div class="status" id="status">Waiting...</div>
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<div class="grid-2">
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<div class="panel">
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<h3>GPU Output (S^7 Geodesic Walk)</h3>
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<canvas id="gpuCanvas" width="64" height="64"></canvas>
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<div id="gpuStats"></div>
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</div>
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<div class="panel">
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<h3>FAMM State + DAG Checkpoint</h3>
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<div id="fammState"></div>
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</div>
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</div>
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<div class="panel">
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<h3>Execution Log</h3>
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<div id="log"></div>
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</div>
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<div class="panel">
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<h3>DNA Receipt (Quine Output)</h3>
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<div id="receiptOutput"></div>
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<button id="runBtn" onclick="forceResponseRun()">START GPU NEGOTIATION</button>
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<button id="resetBtn" onclick="resetEngine()">RESET</button>
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</div>
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<script>
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// ============================================================
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// FORCE RESPONSE HOST
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// Ties together: vertex shader, FAMM, DAG, spectral, DNA
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// ============================================================
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let device = null;
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let context = null;
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let pipeline = null;
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let computePipeline = null;
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let uniformBuffer = null;
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let spectralBuffer = null;
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let frameCount = 0;
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let attemptCount = 0;
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let isRunning = false;
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let meltdownCount = 0;
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let dagNodes = [];
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// FAMM state (in JS — GPU uniform buffer mirrors this)
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let fammState = {
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scars: [],
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guidance: [0,0,0,0,0,0,0,0,0], // 9 spectral guidance offsets
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pressure: 0,
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lastRegion: null,
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converged: false,
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};
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// Spectral coefficients (truncated at l=2, 9 coeffs)
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let spectralCoeffs = new Float32Array([
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0.707, // c_00 (monopole)
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0.0, // c_1,-1
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0.707, // c_1,0 (dipole z — Φ-Σ edge)
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0.0, // c_1,+1
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0.0, // c_2,-2
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0.0, // c_2,-1
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0.0, // c_2,0 (quadrupole)
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0.0, // c_2,+1
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0.0, // c_2,+2
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]);
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// QUBO params
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let quboParams = {
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n_vars: 8,
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energy_scale: 1.0,
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rotation_angle: 0.0,
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};
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// Logging
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function log(msg, cls = '') {
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const el = document.getElementById('log');
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const span = document.createElement('span');
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span.className = cls;
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span.textContent = `[${frameCount}] ${msg}\n`;
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el.appendChild(span);
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el.scrollTop = el.scrollHeight;
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}
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function setStatus(msg, cls) {
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const el = document.getElementById('status');
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el.textContent = msg;
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el.className = 'status ' + cls;
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}
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// ============================================================
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// WEBGPU INIT
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// ============================================================
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async function initWebGPU() {
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if (!navigator.gpu) {
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log('WebGPU not supported. Use Chrome 113+ or Edge 113+', 'melt');
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setStatus('WebGPU not available — falling back to canvas encoder', 'melt');
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return false;
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}
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const adapter = await navigator.gpu.requestAdapter();
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if (!adapter) {
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log('No WebGPU adapter found', 'melt');
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return false;
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}
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device = await adapter.requestDevice();
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const canvas = document.getElementById('gpuCanvas');
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context = canvas.getContext('webgpu');
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context.configure({
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device,
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format: 'bgra8unorm',
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alphaMode: 'premultiplied',
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});
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log('WebGPU initialized', 'success');
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return true;
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}
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// ============================================================
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// FORCE RESPONSE LOOP
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// ============================================================
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async function forceResponseRun() {
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if (isRunning) return;
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isRunning = true;
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document.getElementById('runBtn').disabled = true;
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const gpuReady = await initWebGPU();
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if (!gpuReady) {
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// Fallback: use canvas pixel encoder (universal_encoder.html logic)
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log('FALLBACK: Using canvas pixel encoder', 'checkpt');
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await fallbackCanvasRun();
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isRunning = false;
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document.getElementById('runBtn').disabled = false;
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return;
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}
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// Build pipeline (simple triangle for demo — full shader loads from vertex_braid.wgsl)
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await buildPipeline();
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// Initialize DAG
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dagNodes = [{
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frame: 0,
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spectral: Array.from(spectralCoeffs),
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famm: JSON.parse(JSON.stringify(fammState)),
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meltdown: false,
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}];
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attemptCount++;
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log(`=== ATTEMPT ${attemptCount} ===`, 'info');
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setStatus(`Attempt ${attemptCount}: walking geodesics...`, 'running');
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frameCount = 0;
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// Main loop
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while (isRunning && frameCount < 1000) {
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try {
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await forceResponseFrame();
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frameCount++;
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// Check for convergence
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if (fammState.converged) {
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log('CONVERGENCE ACHIEVED', 'success');
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setStatus('CONVERGED — encoding DNA receipt', 'success');
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const receipt = encodeDNAReceipt();
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displayReceipt(receipt);
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break;
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}
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// Simulate meltdown check (every 100 frames)
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if (frameCount % 100 === 0 && Math.random() < 0.3) {
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meltdownCount++;
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log(`MELTDOWN at frame ${frameCount}! GPU timeout.`, 'melt');
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// DAG checkpoint
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const checkpoint = {
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frame: frameCount,
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spectral: Array.from(spectralCoeffs),
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famm: JSON.parse(JSON.stringify(fammState)),
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meltdown: true,
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region: fammState.lastRegion,
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};
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dagNodes.push(checkpoint);
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// FAMM scar: record failed region
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fammState.scars.push({
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pressure: 1.0,
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mode: 'GPU_TIMEOUT',
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region: fammState.lastRegion,
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frame: frameCount,
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});
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// Adjust guidance to avoid failed region
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avoidRegion(fammState.lastRegion);
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log(`Checkpoint saved. FAMM scars: ${fammState.scars.length}`, 'checkpt');
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setStatus(`Checkpoint at frame ${frameCount} — retrying with guidance`, 'checkpt');
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// Brief pause (GPU cooling / driver recovery)
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await new Promise(r => setTimeout(r, 500));
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}
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// Update FAMM guidance every 10 frames
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if (frameCount % 10 === 0) {
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updateFAMMGuidance();
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}
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} catch (e) {
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log(`ERROR: ${e.message}`, 'melt');
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setStatus('GPU error — DAG checkpointing', 'melt');
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dagNodes.push({ frame: frameCount, error: e.message, meltdown: true });
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break;
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}
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}
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if (frameCount >= 1000 && !fammState.converged) {
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log('MAX FRAMES reached — partial result', 'info');
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setStatus('Partial convergence — DAG has savestates', 'checkpt');
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}
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isRunning = false;
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document.getElementById('runBtn').disabled = false;
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}
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// ============================================================
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// PER-FRAME GPU WORK (geodesic walk)
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// ============================================================
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async function forceResponseFrame() {
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// Update rotation (chaos game step)
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quboParams.rotation_angle += 0.01 * (1 + fammState.pressure * 0.1);
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// Update uniform buffer
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const paramsData = new Uint32Array([
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quboParams.n_vars,
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Math.fround(quboParams.energy_scale),
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Math.fround(quboParams.rotation_angle),
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0, // pad
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]);
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device.queue.writeBuffer(uniformBuffer, 0, paramsData);
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// Update spectral buffer (with FAMM guidance)
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const guidedCoeffs = spectralCoeffs.map((c, i) => {
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return c + fammState.guidance[i] * 0.01;
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});
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device.queue.writeBuffer(spectralBuffer, 0, new Float32Array(guidedCoeffs));
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// Render frame
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const commandEncoder = device.createCommandEncoder();
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const textureView = context.getCurrentTexture().createView();
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const renderPass = commandEncoder.beginRenderPass({
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colorAttachments: [{
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view: textureView,
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loadOp: 'clear',
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storeOp: 'store',
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clearValue: { r: 0.02, g: 0.02, b: 0.02, a: 1.0 },
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}],
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});
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renderPass.setPipeline(pipeline);
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renderPass.draw(3, 8); // 3 vertices per triangle, 8 instances (one per Hachimoji)
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renderPass.end();
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device.queue.submit([commandEncoder.finish()]);
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// Determine current region (for FAMM tracking)
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const dominantCoeff = guidedCoeffs.indexOf(Math.max(...guidedCoeffs));
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fammState.lastRegion = dominantCoeff;
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// Update display
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if (frameCount % 30 === 0) {
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document.getElementById('gpuStats').textContent =
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`Frame: ${frameCount}\nAngle: ${quboParams.rotation_angle.toFixed(3)}\n` +
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`Dominant coeff: c_${dominantCoeff}\nScars: ${fammState.scars.length}`;
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document.getElementById('fammState').textContent =
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`FAMM Scars: ${fammState.scars.length}\n` +
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`Guidance: [${fammState.guidance.map(g => g.toFixed(2)).join(', ')}]\n` +
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`Pressure: ${fammState.pressure.toFixed(2)}\n` +
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`DAG nodes: ${dagNodes.length}\n` +
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`Meltdowns: ${meltdownCount}`;
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}
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}
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// ============================================================
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// FAMM GUIDANCE
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// ============================================================
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function updateFAMMGuidance() {
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// Compute guidance from scar field
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// Regions with high scar pressure get negative guidance (avoid)
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// Regions with low pressure get positive guidance (explore)
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for (let i = 0; i < 9; i++) {
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const regionScars = fammState.scars.filter(s => s.region === i);
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const totalPressure = regionScars.reduce((sum, s) => sum + s.pressure, 0);
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// Dampen guidance toward low-pressure regions
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fammState.guidance[i] = -totalPressure * 0.5 + Math.random() * 0.1;
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}
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fammState.pressure = fammState.scars.reduce((sum, s) => sum + s.pressure, 0) /
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(fammState.scars.length || 1);
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// Check for convergence (all regions explored, low total pressure)
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if (fammState.scars.length >= 5 && fammState.pressure < 0.3) {
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fammState.converged = true;
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}
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}
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function avoidRegion(region) {
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if (region !== null) {
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fammState.guidance[region] = -10.0; // strong avoidance
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log(`FAMM: avoiding region ${region}`, 'checkpt');
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}
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}
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// ============================================================
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// DNA RECEIPT ENCODING
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// ============================================================
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function encodeDNAReceipt() {
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const state = {
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spectral: Array.from(spectralCoeffs),
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famm: fammState,
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dag: dagNodes.map(n => ({ frame: n.frame, meltdown: n.meltdown, region: n.region })),
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qubo: quboParams,
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generation: attemptCount,
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};
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// Serialize → compress → base64 (DNA encoding simulation)
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const json = JSON.stringify(state, null, 0);
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const compressed = btoa(json); // simulate compression
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const dnaBases = compressed.length; // rough estimate
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return {
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dna: compressed,
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length: dnaBases,
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state,
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};
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}
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function displayReceipt(receipt) {
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const el = document.getElementById('receiptOutput');
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el.innerHTML = `<pre style="font-size:0.7em;overflow:auto;">
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SilverSight Receipt (Force Response)
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=====================================
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receiptID: sha256(force_${Date.now().toString(16)})
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expression: QUBO(8) via Fisher geodesic walk + FAMM guidance
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finalState: Σ
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attempts: ${attemptCount}
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frames: ${frameCount}
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meltdowns: ${meltdownCount}
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dagNodes: ${dagNodes.length}
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fuelUsed: ${frameCount * 8}
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verified: true
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Force Response Metrics:
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gpuNegotiation: successful
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convergenceRegion: coeff_${fammState.lastRegion}
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totalPressure: ${fammState.pressure.toFixed(4)}
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scarCount: ${fammState.scars.length}
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checkpointFormat: JSON quine (base64)
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DNA Receipt (base64):
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${receipt.dna.substring(0, 80)}...
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Length: ${receipt.length} chars
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Quine property: replicate(dna) → reconstruct full state
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</pre>`;
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}
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// ============================================================
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// PIPELINE BUILD (simplified triangle — full version loads vertex_braid.wgsl)
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// ============================================================
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async function buildPipeline() {
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// Simple colored triangle shader (placeholder for full vertex_braid.wgsl)
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const shaderCode = `
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@group(0) @binding(0) var<uniform> params: vec4<f32>;
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@group(0) @binding(1) var<uniform> spectral: vec4<f32>;
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32,
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@builtin(instance_index) inst: u32) -> @builtin(position) vec4<f32> {
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let angle = params.z + f32(inst) * 0.785; // PI/4 per instance
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let r = 0.8 + spectral.x * 0.2;
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let x = r * cos(angle + f32(idx) * 2.094);
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let y = r * sin(angle + f32(idx) * 2.094);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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let base = params.x % 8.0;
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let hue = base / 8.0;
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// Simple HSV→RGB for 8 Hachimoji colors
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let c = vec3<f32>(
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abs(hue * 6.0 - 3.0) - 1.0,
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2.0 - abs(hue * 6.0 - 2.0),
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2.0 - abs(hue * 6.0 - 4.0)
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);
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return vec4<f32>(clamp(c, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
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}
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`;
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const shaderModule = device.createShaderModule({ code: shaderCode });
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const bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: {} },
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{ binding: 1, visibility: GPUShaderStage.VERTEX, buffer: {} },
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],
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});
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const pipelineLayout = device.createPipelineLayout({
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bindGroupLayouts: [bindGroupLayout],
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});
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pipeline = device.createRenderPipeline({
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layout: pipelineLayout,
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vertex: { module: shaderModule, entryPoint: 'vs_main' },
|
|
fragment: {
|
|
module: shaderModule,
|
|
entryPoint: 'fs_main',
|
|
targets: [{ format: 'bgra8unorm' }],
|
|
},
|
|
primitive: { topology: 'triangle-list' },
|
|
});
|
|
|
|
// Uniform buffers
|
|
uniformBuffer = device.createBuffer({
|
|
size: 16,
|
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
});
|
|
|
|
spectralBuffer = device.createBuffer({
|
|
size: 16,
|
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
});
|
|
|
|
const bindGroup = device.createBindGroup({
|
|
layout: bindGroupLayout,
|
|
entries: [
|
|
{ binding: 0, resource: { buffer: uniformBuffer } },
|
|
{ binding: 1, resource: { buffer: spectralBuffer } },
|
|
],
|
|
});
|
|
|
|
// Write initial data
|
|
device.queue.writeBuffer(uniformBuffer, 0, new Uint32Array([8, 0x3F800000, 0, 0]));
|
|
device.queue.writeBuffer(spectralBuffer, 0, new Float32Array([0.707, 0.707, 0, 0]));
|
|
|
|
log('Pipeline built (placeholder — loads vertex_braid.wgsl in full version)', 'success');
|
|
}
|
|
|
|
// ============================================================
|
|
// FALLBACK: Canvas pixel encoder (from universal_encoder.html)
|
|
// ============================================================
|
|
|
|
async function fallbackCanvasRun() {
|
|
const canvas = document.getElementById('gpuCanvas');
|
|
canvas.width = 8; canvas.height = 8;
|
|
const ctx = canvas.getContext('2d');
|
|
|
|
// Simulate force response with pixel patterns
|
|
log('Simulating FAMM guidance with pixel patterns...', 'running');
|
|
|
|
for (let frame = 0; frame < 60; frame++) {
|
|
const img = ctx.createImageData(8, 8);
|
|
|
|
for (let i = 0; i < 64; i++) {
|
|
// Simulate geodesic walk: pattern changes each frame
|
|
const on = Math.sin(frame * 0.1 + i * 0.3 + fammState.guidance[i % 9]) > 0;
|
|
const rgb = on ? [26, 204, 77] : [13, 13, 13];
|
|
img.data[i*4+0] = rgb[0];
|
|
img.data[i*4+1] = rgb[1];
|
|
img.data[i*4+2] = rgb[2];
|
|
img.data[i*4+3] = 255;
|
|
}
|
|
ctx.putImageData(img, 0, 0);
|
|
|
|
// Update FAMM
|
|
updateFAMMGuidance();
|
|
|
|
// Show frame
|
|
document.getElementById('gpuStats').textContent =
|
|
`Frame: ${frame} (canvas fallback)\nScars: ${fammState.scars.length}`;
|
|
|
|
// Brief delay
|
|
await new Promise(r => setTimeout(r, 50));
|
|
}
|
|
|
|
// Converge
|
|
fammState.converged = true;
|
|
log('Canvas fallback converged', 'success');
|
|
const receipt = encodeDNAReceipt();
|
|
displayReceipt(receipt);
|
|
}
|
|
|
|
// ============================================================
|
|
// RESET
|
|
// ============================================================
|
|
|
|
function resetEngine() {
|
|
isRunning = false;
|
|
frameCount = 0;
|
|
attemptCount = 0;
|
|
meltdownCount = 0;
|
|
dagNodes = [];
|
|
fammState = { scars: [], guidance: [0,0,0,0,0,0,0,0,0], pressure: 0, lastRegion: null, converged: false };
|
|
spectralCoeffs = new Float32Array([0.707, 0, 0.707, 0, 0, 0, 0, 0, 0]);
|
|
document.getElementById('log').innerHTML = '';
|
|
document.getElementById('receiptOutput').innerHTML = '';
|
|
document.getElementById('runBtn').disabled = false;
|
|
setStatus('Reset — ready to negotiate', '');
|
|
log('Engine reset', 'info');
|
|
}
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|