Merge docs/session-framework: the application and session framework contracts (bus, ipc, step, workers, state-media, publishing) and implementation guide
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docs/design/malecns-modular-implementation.md
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# Implementation backlog: MaleCNS and modular sessions
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Status: **planned, not started**. Written 2026-09-18. Companion to the
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[design and code analysis](malecns-modular-sessions.md), based on `f7bc13a`.
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This is the execution order for that proposal. It does not authorize deployment or a live
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stream. Reconcile the baseline with merged macro/shop/recovery work before implementation.
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Existing feed/control contracts and TypeScript oracle rules remain binding.
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Concrete second-game audit: [Melee framework and emulator plan](melee-framework-audit.md).
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Its MELEE-01/02 spikes specialize EMULATOR-01 below and can proceed alongside framework
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extraction; they do not depend on importing MaleCNS first.
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The [session framework contract set](session-framework/README.md) now specifies the new
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multi-process architecture. Its [implementation guide](session-framework/implementation.md)
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breaks RUNTIME/WIRE/STATE work into concrete schema, transport, coordinator and worker slices.
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**Communications decision:** build [Flybus](session-framework/bus-v1.md), one Rust RPC/pub-sub
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router with immutable external artifacts, delivery guards and last-owner GC. It serves workers,
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application supervision, presentation and storage. No second direct-RPC system or NATS broker.
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Application-specific orchestration and frontend are developed together; native frames leave
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the environment, while resizing/compositing/streaming belongs to presentation.
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## 1. Delivery strategy
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Deliver working vertical slices; keep the existing FAFB/Game Boy composition usable throughout.
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1. Establish a behavior baseline and explicit dataset/profile identities.
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Independently build the generic Flybus example; it needs neither dataset nor emulator.
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2. In parallel workstreams, characterize MaleCNS and extract the single-agent session runtime.
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3. Demonstrate two isolated brains driving one ROM-free shared environment.
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4. Expose that session through versioned feed/control contracts and a multi-agent broadcast.
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5. Integrate a specifically chosen alternative emulator after its capability spike passes.
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6. Finish physical package reorganization once the second consumer proves the boundaries.
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**First milestone:** a reproducible headless MaleCNS run and a reusable single-agent session.
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**Second milestone:** two flies in a synthetic arena with coherent resume and a local broadcast.
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**Third milestone:** two flies in the chosen fighting game, with documented task scaffolding.
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No elapsed-time estimate is committed before the import and emulator spikes establish their
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unknowns. Split an item further when its contract and implementation cannot be reviewed together.
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## 2. Work queue
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Every item starts pending. Branch names are suggested implementation branches, not branches
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already created. Builders use separate worktrees; the coordinator reviews contracts and results.
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### FOUNDATION-01 — Pin existing behavior
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- **Branch:** `test/session-baseline`
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- **Depends on:** reconciliation with current main and related open work.
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- Record effective legacy configuration, fingerprint, version strings and frame ordering.
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- Add a ROM-free transition harness around the service's frame orchestration; capture brain
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ticks, decoded actions, reward application and recovery effects with explicit clocks.
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- Distinguish exact numerical replay from intentional macro/hold/transient reset on restore.
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- **Done:** existing goldens pass; a trace fixture detects reordered vision/reward application;
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legacy feed/API fixtures and compatibility identity are unchanged.
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### FOUNDATION-02 — Specify bundle and behavior identities
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- **Branch:** `feat/brain-profile-contract`
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- **Depends on:** FOUNDATION-01.
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- Specify dataset manifests, original-ID mapping, anatomical roles, sensory bindings,
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readout bindings and composite behavior identity in a focused contract.
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- Add profile resolution/validation around the existing core in TypeScript and Rust.
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- Keep schema-1 fingerprinting and the legacy macro-role exception behind the legacy path.
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- Add strict graph validation for new bundles, shared invalid fixtures and profile mismatch tests.
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- **Done:** empty required populations, malformed CSR and incorrect profile restores fail;
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legacy FAFB artifacts and default numerical version strings remain unchanged.
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### DATA-01 — Acquire and normalize MaleCNS
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- **Branch:** `feat/malecns-import`
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- **Depends on:** FOUNDATION-02.
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- Build a source-specific importer from official v1.0 tables with checksummed source locks.
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- Reconcile the Codex versus neuPrint inventories, or explicitly select and document one.
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- Preserve raw contact counts, transmitter evidence, original IDs and missing-data indicators.
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- Emit deterministic graph bundles, weight≥1/weight≥5 comparison variants, and an exclusion/
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clipping/coverage report. Decide schema-1 feasibility from measured weight ranges.
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- Add attribution and license records with actual artifacts; keep raw downloads out of git.
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- **Done:** repeated builds match; endpoint/role/index invariants pass; both loaders agree;
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no service startup or ordinary unit test needs a download.
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### DATA-02 — Characterize MaleCNS in the current kernel
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- **Branch:** `feat/malecns-baseline-profile`
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- **Depends on:** DATA-01.
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- Audit L1 geometry, hemisphere handling, KC/MBON/PAM mappings and brain-versus-VNC motor roles.
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- Define a versioned fixed readout; keep task action partitions out of anatomical truth.
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- Run learning-off first, then learning-on, using fixed sensory traces and multiple seeds.
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- Generate TS reference goldens and compare Rust exactly; measure activity, saturation,
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initialization, memory and per-phase latency for both graph thresholds.
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- **Done:** publish a reproducible characterization report and profile choice. Stop task
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integration if required mappings are missing or dynamics are unusable; any recalibration
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becomes a named profile rather than an edit to the legacy model.
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### RUNTIME-01 — Separate environment execution from task interpretation
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- **Branch:** `refactor/environment-task-boundary`
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- **Depends on:** FOUNDATION-02.
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- Specify controller ports, digital/analog controls, rational cadence, media descriptors,
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observation ownership and backend capabilities.
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- Wrap binjgb as the first environment; retain Game Boy FFI/cache/state behavior.
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- Keep Pokémon memory inspection, objective routing, macros and reward rules in its task.
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- The executor receives coherent current game state, progress/objective view and clock on
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every step. This richer context is not implicitly passed to the neural sensory encoder.
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- Preserve existing imports through a facade; avoid simultaneous directory moves.
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- **Done:** existing single-agent action/reward traces match and a fake environment can be
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driven through the same boundary without importing binjgb or task-specific addresses.
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### RUNTIME-02 — Extract the single-agent session
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- **Branch:** `refactor/session-runtime`
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- **Depends on:** RUNTIME-01 and BUS-01..03 from the contract implementation guide.
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- Move deterministic agent/environment/task orchestration out of `Sim` into a library.
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- Keep HTTP, WebSocket serialization, wall-clock publication and process supervision in flysim.
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- Route internal worker calls and observations through Flybus; keep public compatibility
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adapters at the application edge. Domain caches own artifact handles for replay.
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- Give session clock, action executor, task ledger and recovery state explicit owners.
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- Wrap the existing composition with legacy ordering, checkpoint and reset semantics.
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- **Done:** headless bus client runs a session without Twitch/browser; the legacy composition
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passes its traces and restore tests; a slow snapshot consumer cannot stall simulation.
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### RUNTIME-03 — Add synchronized multi-agent sessions
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- **Branch:** `feat/multi-agent-arena`
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- **Depends on:** RUNTIME-02.
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- Implement a ROM-free two-player arena and per-port controller ownership.
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- Evaluate both brains against one observation boundary; apply one complete action batch;
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advance the world once. Start sequentially, then verify parallel execution equivalence.
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- Isolate RNG, stimulation, decoder holds, gains, traces and rewards per agent; share only
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immutable topology. Enforce a total worker budget and single-dispatcher pool ownership.
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- Define participant failure, lateness and episode reset policies.
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- **Done:** no cross-agent state leakage; swapping evaluation order leaves results unchanged;
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one failed participant cannot accidentally advance a half-controlled match.
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### STATE-01 — Capture and resume whole sessions
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- **Branch:** `feat/session-checkpoints`
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- **Depends on:** RUNTIME-03; specify the state contract during RUNTIME-02.
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- Define the new envelope/manifest and preserve the `FLYSIM01` reader.
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- Capture all agents, environment, task/executor/admission state and clock remainders at one
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boundary. Bound off-thread write jobs and retain atomic manifest commit semantics.
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- Validate all components before installing any restored state; define external-backend staging.
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- **Done:** uninterrupted and resumed synthetic matches agree; corrupting any participant
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refuses the generation without partial restore; crash-injection fallback tests pass.
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### WIRE-01 — Introduce session feed/control v2
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- **Branch:** `feat/session-protocol-v2`
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- **Depends on:** FOUNDATION-02, RUNTIME-02; use RUNTIME-03 fixtures for integration.
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- Write binding contracts before consumer implementation: descriptors, scoped agents/events,
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media IDs/timestamps, task progress, targeted stimulation and retry/idempotency behavior.
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- Implement Rust/TS codecs, schemas and a fake server; preserve the legacy v1 surface.
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- Specify descriptor reconnect behavior, asset/index identity, bounded message sizes and audio gaps.
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- **Done:** cross-language fixtures pass for unequal neuron counts and shared/private views;
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duplicate attachment kinds no longer collide; ambiguous targets and incompatible schemas fail.
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### PRESENTATION-01 — Compose multi-agent stage and bridge
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- **Branch:** `feat/multi-agent-broadcast`
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- **Depends on:** WIRE-01, RUNTIME-03.
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- Replace stage store/scaler singletons with session/agent instances and one paint scheduler.
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- Combine framework descriptors/measurements with application-owned state/cues over the bus.
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Rendering may retain an artifact after message drop; last-use release returns delivery credit.
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- Resolve geometry from hashed descriptors, preserve the Game Boy presentation, and add a
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shared-match layout with explicit audio ownership.
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- Route bridge commands/redemptions to persistent session/agent identities; test lost responses,
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retries and restart without applying an interaction twice or to a different agent.
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- **Done:** local synthetic match broadcast works; two-agent PNGs receive operator review;
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browser/fixture/legibility checks pass; bridge remains template-only and quiet-mode capable.
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### DATA-03 — Run MaleCNS through the complete application
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- **Branch:** `feat/malecns-session`
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- **Depends on:** DATA-02 and descriptor-aware assets from WIRE-01/PRESENTATION-01.
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- Expose explicit profile selection and create a fresh MaleCNS state namespace.
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- Verify task/controller bindings, stimulation capability and displayed anatomy identity.
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- A narrow single-agent descriptor extension may ship earlier only with matching v1 contract
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and consumer updates; do not publish MaleCNS spikes as implicit FAFB indices.
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- **Done:** local one-hour soak and restore drill pass; paired learning-off/on observations
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are recorded without claiming improved play; FAFB remains available unchanged.
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### EMULATOR-01 — Establish the alternative backend's capabilities
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- **Branch:** `spike/fighting-game-backend`
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- **Depends on:** RUNTIME-01; can proceed alongside later runtime work.
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- Choose the exact game/version and emulator; Melee/Dolphin is a candidate, not a commitment.
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- Prove pause/step, simultaneous ports, analog input, frame/audio capture, state inspection,
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save/restore, process lifecycle and achievable cadence with synthetic controller traces.
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- Prefer a bus-connected helper if embedding would leak emulator internals into the session
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library. Its native emulator protocol is an implementation detail, not a second framework API.
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- **Done:** capability report includes pinned backend/content identity and reproducible results.
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If bounded stepping or coherent restore fails, stop and revise the backend/requirements
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before writing neural game logic. No game content enters repository fixtures.
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### EMULATOR-02 — Build the two-fly fighting-game slice
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- **Branch:** `feat/two-fly-fighting-game`
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- **Depends on:** EMULATOR-01, STATE-01, PRESENTATION-01.
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- Implement fixed controller mapping, match/round interpretation, positive attributed rewards,
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observation policy and episode recovery. Display selected actions and actual controls.
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- Validate one fly, two flies, round transitions, backend failure and resume in that order.
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- Run side swaps and repeated seeds; compare learning-off and simple control baselines before
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interpreting win rates. Separate show settings from controlled evaluation settings.
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- **Done:** repeated local matches sustain declared cadence; restoration/failure policies work;
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scaffold, interventions and limits are documented; reviewed match presentation is legible.
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### PACKAGE-01 — Finalize reusable packages and release compositions
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- **Branch:** `refactor/reusable-package-layout`
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- **Depends on:** a useful second backend plus PRESENTATION-01.
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- Extract proven crate/package boundaries from the design's module table; preserve facades.
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- Move the Rust workspace only in a mechanical follow-up if it makes library consumption clearer.
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- Update CI/build/vendor/golden paths, dataset/view asset packaging and compatibility preflight.
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- Add minimal external-style Rust/TS consumers and a synthetic example composition.
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- Reconcile current docs, stale template explanations and licensing/asset attribution.
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- **Done:** both legacy and new compositions package successfully; incompatible state is
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rejected before release selection; libraries run without importing broadcast services.
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## 3. Dependency map and first execution batch
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```text
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FOUNDATION-01 → FOUNDATION-02 ┬→ DATA-01 → DATA-02 ───────────────→ DATA-03
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└→ RUNTIME-01 → RUNTIME-02 → RUNTIME-03 → STATE-01
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│ └→ WIRE-01 ───────┐
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└→ EMULATOR-01 PRESENTATION-01
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│
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STATE-01 + EMULATOR-01 + PRESENTATION-01 → EMULATOR-02
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second backend + presentation → PACKAGE-01
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```
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The item dependency lists are authoritative; the diagram is a reading aid. The detailed
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contract guide adds BUS-01 (RPC), BUS-02 (pub/sub) and BUS-03 (artifacts/GC) before the
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distributed RUNTIME-02/03 slices. These can proceed independently of MaleCNS import.
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Start the preservation track at FOUNDATION-01; the generic bus track can start with the
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contract guide's small RPC/pub-sub/artifact example. Then review FOUNDATION-02's contract
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before assigning DATA-01 and RUNTIME-01 to independent worktrees.
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Contract/schema authorship is serialized to avoid conflicting definitions. Deployment host
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work remains serialized under the repository's claim protocol.
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## 4. Definition of done for every implementation branch
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- Scope and intentional behavior changes are stated; compatibility impact is explicit.
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- Meaningful boundary tests cover the changed behavior; the TS oracle is not adjusted to
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accommodate Rust output. Existing committed real-data goldens stay mandatory.
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- `npm test`, `npm run typecheck`, `cargo test --workspace` (Rust workspace) and
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`infra/tests/lint.sh` pass before merge. Visual changes also pass applicable Playwright
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checks and PNG review. Optional full-MaleCNS/ROM runs record skips honestly.
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- Performance-sensitive changes report representative activity, agent count, thread budget,
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memory and tail latency. New experiments state what is modeled versus handwritten.
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- Review the complete diff, merge with `--no-ff` when authorized, and update this queue with
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commit, evidence and unresolved follow-ups. Rollback includes compatible state, not just code.
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## 5. Decisions needed before the relevant work starts
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| Decision | Deadline | Default recommendation |
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| --- | --- | --- |
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| MaleCNS inventory/filter policy | DATA-01 completion | Official versioned source; retain both threshold variants until measured |
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| MaleCNS sensory/readout profile | DATA-02 | Audited L1 mapping with existing numerical model first |
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| Exact fighting game and backend | EMULATOR-01 | Evaluate one concrete title/backend rather than supporting a console family at once |
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| Number of flies and target resource budget | RUNTIME-03 performance gate | Two first; characterize four before promising it |
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| Learning retention and sugar in matches | EMULATOR-02 task contract | Retention explicit; stimulation disabled in controlled comparisons |
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| Package publication versus monorepo reuse | PACKAGE-01 | Monorepo libraries/examples first; public package publishing later |
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There is no need to resolve these now to plan another feature. This backlog is ready for
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resumption at FOUNDATION-01 and the independent BUS-01..03 track.
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# MaleCNS and reusable streamed simulation sessions
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Status: **proposal, not an implemented contract**. Written 2026-09-18 against `f7bc13a`
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on `main`. This document covers two related projects: adding MaleCNS v1.0 as another
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connectome, and extracting reusable modules for other emulators, embodied environments,
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and multiple flies. No dataset, neural semantics, deployed configuration, or wire contract
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is changed by this document.
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The binding [feed](../feed-protocol.md) and [control](../control-api.md) contracts take
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precedence. The TypeScript brain remains the oracle. Existing default versions
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`lif-1ms-f64-v2` and `fly-kc-mbon-rstdp-v2` remain pinned.
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Reading map: sections 2–3 contain the code audit and MaleCNS analysis; sections 4–6
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define the proposed module/session boundaries; sections 7–8 give the extraction order,
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implementation workstreams and acceptance gates; sections 9–10 record open questions and
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sources.
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Execution queue: [implementation backlog](malecns-modular-implementation.md), with branch-sized
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deliverables, dependencies and completion criteria. Start at FOUNDATION-01 when work resumes.
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Concrete follow-up: [Melee emulator and multi-fly framework audit](melee-framework-audit.md),
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including source-checked Dolphin/libmelee integration options and full-stack performance gates.
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Implementation contracts: [session framework](session-framework/README.md), defining private
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Flybus RPC/pub-sub, lockstep phases, worker methods, artifact ownership, recovery and publication.
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The [bus specification](session-framework/bus-v1.md) is the selected communications design:
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one small Rust router, external immutable artifacts and delivery-scoped GC. Application
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orchestration/presentation are developed together; tournaments are examples, not framework types.
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## 1. Recommendation
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1. **Add MaleCNS as a dataset/profile combination, not a replacement neural model.**
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First run it through the existing LIF semantics with explicit, independently versioned
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sensory, population, and readout mappings. Study different neuron dynamics separately.
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2. **Make a session the unit of simulation ownership.** A session has one environment and
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one or more independently stateful agents bound to its control ports. A shared match
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advances once after all players have chosen actions from the same observation boundary.
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3. **Extract along ownership and timing boundaries.** Separate anatomy, neural dynamics,
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sensor encoding, action decoding, environment execution, task semantics, persistence,
|
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observation transport, presentation, and audience interaction. Preserve current behavior
|
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through a legacy composition while extracting these modules.
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4. **Prove the design on a ROM-free two-player arena before a larger emulator.** Then build
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a frame-stepped emulator integration. For “flies play Smash,” the first candidate should
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be a specifically chosen title/backend, such as Melee with a pinned Dolphin integration;
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“Smash” alone is not an emulator requirement.
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5. **Retain a monorepo and one Rust workspace initially.** Reusable libraries do not require
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||||
a network of microservices, dynamic native plugins, or publishing unstable packages.
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||||
The two tracks can progress independently after the identity/profile boundary is established.
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MaleCNS does not require multiplayer; multiplayer does not require MaleCNS. The first useful
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deliverables are a reproducible MaleCNS characterization run and a behavior-preserving
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single-agent session API, not a wholesale rewrite.
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## 2. What the code actually does today
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Paths below are relative to the repository root. Rust paths beginning `core/`, `gb/`, or
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`sim/` in this document abbreviate `services/flysim/crates/flybrain-core/`,
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`services/flysim/crates/flybrain-gb/`, and `services/flysim/crates/flysim/` respectively.
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These aliases refer to **current** paths, not proposed directories.
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||||
| Boundary | Evidence inspected | Consequence |
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||||
| --- | --- | --- |
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| Reference brain | `packages/brain/src/agent/agent.ts`; `core/src/agent.rs` | `NeuralAgent` composes network and decoder; image size and milliseconds/frame are configurable, but defaults are Game Boy-specific. It is already more reusable than the service. |
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| Anatomy | `packages/brain/src/dataset/format.ts`; `core/src/dataset.rs` | CSR graph dimensions are dynamic. Weights are signed `i16`; roles and a two-dimensional visual-column table are part of the model input. Validation currently checks array lengths, not every graph invariant. |
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| Dataset construction | `tools/build_flywire.py` | Five checksum-pinned Codex exports; stable indices from sorted root IDs; directed-pair aggregation; transmitter signs; clipping to ±32767; FAFB-specific role and L1-column extraction. Game macro populations are also generated here. |
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||||
| Neural dynamics | `core/src/lif.rs`; `packages/brain/src/model/lif.ts` | One-ms ticks, configurable gain/noise, role stimulation, image drive, and up to 64 tracked rate roles. It is not a general multimodal sensory API. |
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||||
| Learning | `core/src/plasticity.rs` | Strongest positive pre-role→post-role edges, default KC→MBON budget 16,384; gains/eligibility are per-agent. A caller supplies the reward scalar; PAM spikes do not generate it. |
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| Parallelism | `core/src/lif.rs` (`SweepPlan`); `core/src/pool.rs` | Persistent deterministic within-brain pool. `broadcast` has one shared job slot and assumes one dispatcher at a time; cloning a plan is not permission to dispatch it concurrently. |
|
||||
| Game interface | `gb/src/adapter.rs` | `GameAdapter` mixes reward detection, progress, decoder preset, recovery, ROM checks, and Pokémon-like tile/exit/objective queries. `MemoryReader::read8(u16)` is specifically a Game Boy-shaped interface. |
|
||||
| Emulator | `gb/src/emulator.rs` | Concrete binjgb wrapper, 160×144 RGBA, eight-bit pad, one frame step, audio conversion, native save-state format. Explicit handles and `Send` allow multiple instances; `Sync` is deliberately absent. |
|
||||
| Session ownership | `sim/src/simloop.rs` (`Sim`, `step_frame`) | One agent, emulator, adapter, ratchet, button mask, framebuffer, audio queue, sugar state, chat ring, and set of clocks. Application orchestration and game behavior share a large struct. |
|
||||
| Actions | `sim/src/macros.rs`; `gb/src/macros.rs`; `gb/src/pokemon_red/macros/` | Neural channels select available macros, but the game-specific executor owns button sequences. The title screen uses raw input; scene handling, routing and targets are engineered behavior. |
|
||||
| Recovery | `gb/src/recovery.rs`; `gb/src/ratchet.rs` | Game-only rewind retains brain clock, membrane, RNG, and gains; clears holds/eligibility and refreshes vision. A scalar progress ladder chooses a best save. This is not a general multiplayer reset policy. |
|
||||
| Persistence | `sim/src/store.rs`; `gb/src/compatibility.rs` | Durable atomic envelope and manifest commit are reusable. Payload is one agent plus one emulator and ratchet. Compatibility names binjgb and `pokered`; native state identity includes size and target. |
|
||||
| Public observation | `sim/src/snapshot.rs`; `packages/feed/src/{types,codec}.ts` | One flat brain/game snapshot; one attachment per kind; Game Boy buttons, fixed frame dimensions, Pokémon-shaped reward counters and a closed game-mode set. |
|
||||
| Stage | `apps/stage/src/{App.tsx,feed/store.ts,feed/decode.ts}` | Good hot/paint/cold clock split, but mutable stores/scalers are singletons and the decoder checks 160×144 frames. Dataset URL is fixed to FAFB. |
|
||||
| Game presentation | `apps/stage/src/games/` | A useful registry already exists, but config relabels v1 counters rather than declaring independent task schemas. |
|
||||
| Twitch bridge | `services/bridge/src/{index,sim,commands,redemptions,templates}.ts` | Transport/client abstraction, test fakes, templates, rate limits, and redemption persistence are valuable. There is one sim URL and no agent target identity. |
|
||||
| Packaging | `apps/stage/vite.config.ts`; `infra/build/package-release.sh`; `infra/05-deploy.sh` | Stage build copies FAFB artifacts; packaging defaults to FAFB; deploy preflights one compatibility string. Runtime/data/frontend are still one release composition. |
|
||||
|
||||
### 2.1 Behaviors to preserve before extracting
|
||||
|
||||
`Sim::step_frame` advances the brain from the previous visual input, decodes, applies
|
||||
buttons, steps the emulator, sets the new visual input, samples rewards, stimulates per
|
||||
reward event, reinforces their sum, updates macro availability, and observes the ratchet.
|
||||
Control commands are drained before the frame step. This ordering is part of behavior.
|
||||
|
||||
Do not replace this with `NeuralAgent::tick` merely because it looks like a convenient
|
||||
wrapper: the service currently orchestrates substeps to sample reward from the frame just
|
||||
produced. Moving reward or visual drive across that boundary changes trajectories.
|
||||
|
||||
Other invariants:
|
||||
|
||||
- Deterministic arithmetic and per-target propagation order, including across thread counts.
|
||||
- Browser/network clients never stall the sim; snapshots are latest-value/drop-oldest.
|
||||
- Checkpoint capture is coherent; encoding and storage happen off the sim thread.
|
||||
- Failed restore does not silently reset a run. Existing legacy restore policies remain exact.
|
||||
- No public control endpoint for button presses or game-memory writes.
|
||||
- Sugar and learning reward are distinct mechanisms. Chat text never becomes neural input.
|
||||
- The current positive-only reward doctrine remains the default for all shipped tasks.
|
||||
|
||||
### 2.2 Existing compatibility gaps to handle deliberately
|
||||
|
||||
The dataset fingerprint hashes metadata (including anatomical circuit roles) and six arrays.
|
||||
`macro_*` roles are merged **after** hashing to preserve old checkpoints. Both language
|
||||
implementations document that changing those populations could restore rates onto different
|
||||
neurons without invalidating the checkpoint. The kernel parameter version also omits role
|
||||
names; the service compatibility string does not fully identify the decoder/action mapping.
|
||||
|
||||
Keep these historical behaviors in the legacy reader. For new profiles, add an explicit
|
||||
behavior identity covering population bindings, sensor encoding, decoder configuration,
|
||||
action executor, and reward catalog. Do not repair the old hash by changing it in place.
|
||||
|
||||
Open macro/shop and recovery branches existed when this proposal was written. Before
|
||||
implementation, rebase the inventory against their merged state and rerun characterization;
|
||||
this proposal neither incorporates nor supersedes their unmerged changes.
|
||||
|
||||
## 3. MaleCNS: anatomy, connectivity, and model are different things
|
||||
|
||||
### 3.1 Dataset comparison and evidence limits
|
||||
|
||||
| Property | FAFB v783 used here | MaleCNS v1.0 |
|
||||
| --- | --- | --- |
|
||||
| Specimen | Adult female | Adult male, independently imaged/reconstructed |
|
||||
| Territory | Brain including optic lobes | Central brain, optic lobes, ventral nerve cord (VNC), intact neck connective |
|
||||
| Local artifact | 139,255 neurons; 2,700,513 directed-pair edges | None imported in this repository |
|
||||
| Available inventory counts | Codex lists 139,255 neurons | Codex lists 166,700; the Minecraft project's neuPrint `:Neuron` export reports 176,422. Selection rules must be reconciled before fixing a local count. |
|
||||
| Input labels | Codex `root_id`, classification, consolidated types, column assignment | neuPrint/flat export `bodyId`/body IDs, class hierarchy, transmitter properties, sides, neuropils, cross-dataset type annotations |
|
||||
| Added anatomical opportunity | Brain sensory→descending circuits | Brain↔VNC circuits, local motor circuitry, ascending feedback, additional sensory and motor populations |
|
||||
| License evidence | Repository attribution: CC BY-NC 4.0 | Official MaleCNS download site: CC-BY; verify and retain the exact release license text when importing |
|
||||
|
||||
MaleCNS is not FlyWire with extra neurons appended. IDs and dense array indices do not
|
||||
correspond. Homologous cell types and registered anatomical spaces enable comparisons, not
|
||||
automatic one-to-one neuron matching, state transfer, or graph concatenation. Male-specific
|
||||
and sexually dimorphic circuits make a universal matching assumption especially misleading.
|
||||
|
||||
The official MaleCNS site describes a finished, proofread and annotated CNS reconstruction.
|
||||
This does not mean every synapse, cell type, or sensory column is equally certain. The
|
||||
Minecraft derivative reports asymmetric visual-column coverage and missing soma positions;
|
||||
our import must quantify coverage from its own pinned source. A connectome also does not
|
||||
supply all synaptic physiology, electrical coupling, neuromodulation, body dynamics, or
|
||||
behavioral competence.
|
||||
|
||||
### 3.2 What “connections” means
|
||||
|
||||
Separate these quantities in metadata, reports, and on-screen claims:
|
||||
|
||||
1. Source neuron/segment inventory and the chosen included-neuron inventory.
|
||||
2. Individual synaptic contacts/partner pairs (and separately pre-sites and post-sites).
|
||||
3. Directed neuron-pair edges after aggregation.
|
||||
4. Retained edges and retained synaptic weight after confidence/weight filtering.
|
||||
5. Effective signed weights after the simulation's transmitter and clipping policy.
|
||||
|
||||
The FAFB builder aggregates export rows by `(pre, post)` across rows, drops endpoints not
|
||||
in its classification inventory, assigns a sign, and clips the summed magnitude. It adds
|
||||
no explicit five-synapse threshold of its own. The source exports may already be filtered;
|
||||
the builder cannot recover contacts absent upstream. Codex headline connection counts are
|
||||
not necessarily the local aggregated graph's edge count.
|
||||
|
||||
The Minecraft project's provenance reports ~25.9 million MaleCNS neuron-pair edges at
|
||||
weight ≥1 and a bundled derivative of 6,287,749 edges at weight ≥5, representing
|
||||
90,296,905 of 125,024,863 neuron-to-neuron synapses. It removes 40 autapses. Those are
|
||||
**that project's reported query/build results**, not counts independently reproduced here.
|
||||
Its five-contact cutoff retains roughly 24% of edges but 72% of synaptic weight. It is a
|
||||
performance/modeling choice, not the definition of a complete CNS.
|
||||
|
||||
The official bulk weight table includes **segments**, not only curated neurons. Loading
|
||||
all rows as if they were all validated neurons would be a different experiment. Likewise,
|
||||
neuPrint ROI-level adjacency rows must not be summed together with their already-aggregated
|
||||
totals. Specify one authoritative edge representation and count every exclusion.
|
||||
|
||||
### 3.3 Acquisition and reproducible construction
|
||||
|
||||
Prefer official versioned bulk tables for the repeatable build, with a neuPrint query tool
|
||||
for inspection and cross-checking. The official download page lists:
|
||||
|
||||
- `body-annotations-male-cns-v1.0-minconf-0.5.feather` — curated annotations.
|
||||
- `body-neurotransmitters-male-cns-v1.0.feather` — neuron-level transmitter information.
|
||||
- `body-stats-male-cns-v1.0-minconf-0.5.feather` — segment statistics; large and broader than
|
||||
the curated neuron list.
|
||||
- `connectome-weights-male-cns-v1.0-minconf-0.5.feather` — full segment connection graph,
|
||||
approximately 1.1 GB as listed by upstream.
|
||||
|
||||
The much larger synaptic-point and partner tables are unnecessary for an initial point-neuron
|
||||
simulation. Download them only for a question requiring synapse-level geometry. Neither
|
||||
research downloads nor anatomy conversion belong in service startup or ordinary unit tests.
|
||||
|
||||
Proposed build stages:
|
||||
|
||||
```text
|
||||
release manifest + checksummed source cache
|
||||
→ source-specific parser
|
||||
→ normalized neuron/edge tables + exclusion report
|
||||
→ selected anatomical graph
|
||||
→ model-specific signed-weight transform
|
||||
→ runtime CSR bundle + profile bindings + separate viewer bundle
|
||||
```
|
||||
|
||||
Each stage records source release, database revision if queried, query/filter definitions,
|
||||
source byte hashes, tool revision, and output hashes. Fetch time is provenance, not a random
|
||||
input to the semantic graph hash. Sort body IDs numerically; encode original IDs as strings
|
||||
in JSON so this common format also preserves FAFB IDs beyond JavaScript's safe integer range.
|
||||
Preserve original annotations and cross-dataset type aliases separately from normalized roles.
|
||||
|
||||
The first import report must reconcile the Codex/neuPrint count difference, or explicitly
|
||||
choose and document one inventory without claiming equivalence. It must also report missing
|
||||
IDs, unannotated neurons, empty required populations, missing geometry, unknown sides,
|
||||
transmitter confidence/fallback counts, duplicate edges, autapses, clipped weights, and
|
||||
retained contacts by region and threshold.
|
||||
|
||||
Use deterministic serialization and gzip headers, following our existing reproducible
|
||||
builder rather than copying the Minecraft artifact's timestamp-dependent container format.
|
||||
Keep the source cache outside tracked artifacts; pin published runtime bundles by digest.
|
||||
|
||||
When adding actual data, update `NOTICE`, `LICENSES.md` and bundle-local attribution/license
|
||||
files in the same change. Keep FAFB-derived assets under their existing terms; a separately
|
||||
licensed MaleCNS bundle does not relicense mixed fixtures, old goldens or viewer assets.
|
||||
|
||||
### 3.4 Graph and sign policy
|
||||
|
||||
Keep raw positive contact counts and transmitter evidence in the normalized data. Sign is a
|
||||
model transform, not a measured property that should overwrite the source evidence.
|
||||
|
||||
The legacy policy assigns GABA/GLUT negative and other/unknown transmitters positive;
|
||||
conflicting per-edge transmitter rows become `MIXED`, then positive. Do not silently extend
|
||||
that policy to histaminergic photoreceptor input. A MaleCNS policy must explicitly define
|
||||
histamine, monoamines, mixed/unknown labels, confidence fallbacks, and whether transmitter
|
||||
is chosen per neuron or per connection. None implies receptor-specific physiology.
|
||||
|
||||
Recommended first profiles:
|
||||
|
||||
- **`malecns-v1-lif-baseline`**: existing kernel, explicitly versioned sign policy and L1
|
||||
input mapping, fixed readout, plasticity initially disabled for characterization.
|
||||
- **`malecns-v1-lif-learning`**: same anatomy/input/readout plus audited KC→MBON selection
|
||||
and the existing reward rule. Learning is an experimental condition, not an assumed gain.
|
||||
- Later **sensorimotor research profiles**: photoreceptors, mechanosensation, VNC outputs,
|
||||
and possibly another neural model, each with its own identity and validation.
|
||||
|
||||
Build weight≥1 and weight≥5 variants as **different graph identities** for the benchmark.
|
||||
Do not select a production cutoff until activity, retained connectivity, memory and speed
|
||||
have been measured. Preserve autapses by default in the new canonical graph; if an experiment
|
||||
removes them, record the policy. The claim that point-neuron models have no use for autapses
|
||||
is not a reason to discard observed connectivity silently.
|
||||
|
||||
Schema-1 `i16` weights may be sufficient, but measure overflow rather than assume it. For
|
||||
the first existing-kernel comparison, emit a schema-1-compatible runtime view only if its
|
||||
quantization/clipping is explicitly reported. If wider weights are needed, implement an
|
||||
additive format/loader and matching oracle path; do not reinterpret old `weights.binz`.
|
||||
|
||||
Strengthen validation before constructing a network: CSR starts at zero, is monotone, ends
|
||||
at edge count; targets/roles/visual indices are in range; required populations are present;
|
||||
geometry is finite where marked valid; array lengths and index widths are representable;
|
||||
declared hashes and artifact sizes match. Test the same invalid fixtures in both languages.
|
||||
|
||||
### 3.5 Population and sensory mapping
|
||||
|
||||
Existing role predicates cannot be copied unchanged. The current builder recognizes Codex
|
||||
names such as `Kenyon_Cell`, `brain_motor_neuron`, `DAN` and `PAM*`; MaleCNS uses another
|
||||
annotation vocabulary. Maintain a reviewed mapping table with source predicates, resulting
|
||||
counts, hemisphere policy, aliases, and citations. Resolve each profile's required roles
|
||||
at startup; an absent role must be an unsupported capability, not a silent empty population.
|
||||
|
||||
In particular:
|
||||
|
||||
- **Brain motor ≠ all motor.** Current macro pools combine 96 MBONs and 110 brain motor
|
||||
neurons. Adding hundreds of VNC motor neurons under `motor` would silently change that
|
||||
behavior. Use qualified roles such as `brain.motor`, `vnc.motor`, `brain.descending`,
|
||||
`mb.kenyon`, `mb.output`, and `mb.pam` in new profiles, with legacy aliases only as needed.
|
||||
- **Action groups are not anatomical facts.** `command_*` buckets use index modulo eight;
|
||||
`macro_*` groups use a round-robin MBON/brain-motor pool. Move their construction into a
|
||||
versioned task readout profile, outside the anatomy builder. Do not describe those groups
|
||||
as natural “attack,” “jump,” or game-objective circuits.
|
||||
- **Rate budgets are finite.** Both kernels currently cap tracked populations at 64. A
|
||||
full CNS has many more interesting populations. Select a bounded control/telemetry set
|
||||
initially; arbitrary bulk population analysis belongs in offline tooling. A larger mask
|
||||
is a measured, oracle-tested change, not an unbounded string map in the tick loop.
|
||||
- **L1 first, photoreceptors later.** Reuse the existing luminance projection only after
|
||||
auditing MaleCNS L1 hex coordinates, both sides, and a declared hex→2D transform. Soma
|
||||
coordinates are not visual-field coordinates. Missing columns remain explicitly missing;
|
||||
do not synthesize them from array order or infer them from another specimen's neuron IDs.
|
||||
- **Input profile and display view differ.** A game image may be resized/cropped for the
|
||||
agent while the full frame is shown to viewers. Record crop, orientation, color transform,
|
||||
and sampling geometry. Neither player may accidentally receive another player's private
|
||||
view or adapter-only task observations.
|
||||
|
||||
The existing `set_visual_frame` and `stimulate` API cannot represent a general collection of
|
||||
odor/touch/proprioceptive inputs. A later sensory-drive interface needs explicit units,
|
||||
target populations, additive/overriding rules, tick ordering, and deterministic noise streams.
|
||||
It must be specified in TypeScript before a matching Rust implementation. Keep the old
|
||||
image/stimulation path available byte-for-byte through its compatibility facade.
|
||||
|
||||
### 3.6 What MaleCNS lets us investigate
|
||||
|
||||
| Experiment | New capability | What still needs engineering/measurement |
|
||||
| --- | --- | --- |
|
||||
| Same game, another connectome | Compare datasets under a matched task interface | Cell-type mapping, gain/activity calibration, readout comparability, multiple seeds |
|
||||
| Brain↔VNC control | Read actual descending, ascending and motor populations | Body/control mapping; gamepad commands are not muscles |
|
||||
| Embodied fly arena | World smell/taste/touch/vision mapped into annotated sensory populations | Sensor transduction, proprioception and body dynamics; identify every reflex shortcut |
|
||||
| Mixed-dataset two-fly match | FAFB and MaleCNS agents share one environment | Balanced observations, controller mapping, compute budgets, intervention rules |
|
||||
| Circuit perturbation | Compare full graph with VNC feedback or defined pathways ablated | Separate graph identities; activity and behavioral controls; no biological claims from gameplay alone |
|
||||
|
||||
The Minecraft project is a useful engineering comparison, not our validation oracle. It uses
|
||||
a Shiu-style current-based LIF model with synaptic dynamics/delay, reports gain calibration,
|
||||
and explicitly supplies odor-approach reflexes and higher-level looming drive where its
|
||||
simulated pathways do not work. Its source graph, numerical model and embodiment differ
|
||||
from ours simultaneously. Do not attribute its behavior solely to MaleCNS.
|
||||
|
||||
### 3.7 Identity, restore, and performance
|
||||
|
||||
Name the components independently:
|
||||
|
||||
```text
|
||||
anatomyId = source release + included inventory + graph/filter digest
|
||||
modelId = numerical semantics + effective numeric configuration
|
||||
sensorId = input encoding + anatomical binding digest
|
||||
readoutId = population partition + decoder + action mapping digest
|
||||
learningId = rule + selected-edge topology + reward-catalog identity
|
||||
viewerId = positions/geometry + index mapping digest (presentation only)
|
||||
```
|
||||
|
||||
The composite behavioral identity covers all behavior-affecting components; original source
|
||||
IDs and display geometry cannot replace it. Same neuron count does not establish compatibility.
|
||||
No FAFB neural checkpoint is restored into MaleCNS. A deliberately fresh MaleCNS brain may
|
||||
start from a compatible game-only save, with a new run identity, clean calibration and reward
|
||||
baselining; that is a new experiment, not continuation of the old fly. Gains are not mapped
|
||||
between specimens by cell-type name.
|
||||
|
||||
For rough capacity planning, the current CSR is `4(N+1) + 6E` bytes, excluding roles,
|
||||
geometry, derived propagation structures and mutable state. At 176,422 neurons that is
|
||||
about 38.4 MB for 6.29 M edges, or 156.1 MB for 25.9 M edges (decimal MB). This is roughly
|
||||
2.3× or 9.6× our edge count, not a prediction of the same slowdown. Spike activity, fan-out,
|
||||
plasticity selection, memory bandwidth and sharding determine runtime cost. Checkpoint
|
||||
copies and renderer assets also need separate memory budgets.
|
||||
|
||||
`LifNetwork` accepts shared `Arc<BrainDataset>` already. Reuse immutable anatomy across
|
||||
same-profile agents; keep membrane, refractory state, RNG, rates, decoder holds, stimulation,
|
||||
eligibility and learned gains private. Audit constructor-derived caches before moving them
|
||||
into a shared topology object. Never share mutable gains merely because graphs match.
|
||||
|
||||
Measure headless one-, two-, and four-agent runs with plasticity on/off, fixed inputs and
|
||||
representative activity. Record resident/peak memory, initialization, state capture cost,
|
||||
per-phase p50/p95/p99, spike distribution, and real-time factor. Existing CUDA code is an
|
||||
optional backend requiring its own new-dataset equivalence/capacity gate, not assumed capacity.
|
||||
|
||||
## 4. Reusable architecture
|
||||
|
||||
### 4.1 Define the nouns first
|
||||
|
||||
- **Dataset bundle:** immutable anatomical graph and source annotations.
|
||||
- **Brain profile:** dataset plus numerical model, sensory/readout bindings and learning rule.
|
||||
- **Agent:** one independently stateful brain, encoder, decoder and action executor.
|
||||
- **Environment:** the world being advanced: one emulator instance, a linked-emulator group,
|
||||
or an embodied simulator. Owns controller ports, world state, media, and native clock.
|
||||
- **Task:** interpretation of environment state: rewards, progress, episode endings, allowed
|
||||
macro actions and recovery policy. Pokémon is a task, not an environment API.
|
||||
- **Session:** one environment plus agents, port assignments, scheduler, task state and clocks.
|
||||
- **Application:** composes sessions/components and their presentation; owns supervision,
|
||||
persistent identities/history, run/intervention rules and application-specific schemas.
|
||||
- **Bus:** generic RPC/pub-sub routing and artifact ownership, with no game/simulation semantics.
|
||||
- **Broadcast:** presentation of one or several sessions, plus chat and audience interactions.
|
||||
|
||||
An agent ID is not a Twitch username, controller port, array position or dataset ID. Session,
|
||||
episode, agent, port, view, and event identities must be explicit and stable across restore.
|
||||
|
||||
### 4.2 Dependency direction
|
||||
|
||||
```text
|
||||
source importers → dataset bundles
|
||||
↓
|
||||
neural core (TS oracle / Rust runtime)
|
||||
↓
|
||||
agent composition: sensors + readout + executor
|
||||
↓
|
||||
environment backend + task plugin → session runtime → observations/checkpoints
|
||||
↑ ↓
|
||||
command admission protocol adapters
|
||||
↑ ↓
|
||||
Twitch bridge stage / recorder
|
||||
```
|
||||
|
||||
The neural core knows no emulator, task, network socket, chat, or UI. The environment knows
|
||||
no neural populations or Twitch. The task may inspect backend-specific state through a
|
||||
typed inspector, but neither inspection nor public presentation gives clients a memory-write
|
||||
or controller-write API. Only the session commits agent-produced controls.
|
||||
|
||||
### 4.3 Proposed modules and staged layout
|
||||
|
||||
These are target responsibilities, not instructions to create every package immediately.
|
||||
Start as modules; extract crates/packages once a second consumer demonstrates the boundary.
|
||||
Keep the Rust workspace under `services/flysim` during semantic extraction so paths and
|
||||
behavior do not change together. A later mechanical move can place reusable crates at the
|
||||
root, updating CI/build/golden paths in one dedicated change.
|
||||
|
||||
| Module / eventual location | Owns | Extraction source |
|
||||
| --- | --- | --- |
|
||||
| `packages/brain` | Reference numerical behavior and legacy public facade | Existing package; keep imports compatible |
|
||||
| `crates/flybrain-core` | Rust numerical kernel, plasticity, generic population decoder | Existing `core/`; leave compatibility re-exports for presets |
|
||||
| `crates/fly-dataset` | Manifest validation, artifact loading, source-ID/index mapping | `core/src/dataset.rs`; retain legacy fingerprint implementation |
|
||||
| `crates/flybus` | One Rust RPC/pub-sub client/router, immutable artifact store, delivery guards and GC | New generic library; embedded router or small executable, no separate worker transport |
|
||||
| `tools/datasets/{fafb,malecns}` | Source-specific conversion to common bundles | Existing Python builder plus new importer; existing CLI wrapper remains |
|
||||
| `crates/fly-session` | Agent ownership, clock coordination, action commit, event/reward routing | Orchestration extracted from `sim/src/simloop.rs` |
|
||||
| `crates/fly-environment` | Backend capabilities, ports, observations, media, save-state interfaces | New small contract proven with binjgb and synthetic arena |
|
||||
| `crates/fly-env-gb` | binjgb FFI, memory inspector and native save-state identity | `gb/src/{emulator,ffi}.rs`, build glue and vendor boundary |
|
||||
| `crates/fly-task-pokemon`, `fly-task-platformer` | Audited reward rules, semantic state, macros, progress/recovery | `gb/src/{pokemon_red,platformer}/`; do not generalize tile routing into the core |
|
||||
| `crates/fly-checkpoint` | Atomic storage and session envelope; legacy payload adapter | `sim/src/store.rs` plus core envelope helpers |
|
||||
| `crates/fly-protocol` / `packages/feed` | Versioned wire schemas/codecs, legacy adapters, synthetic fixtures | `sim/src/snapshot.rs`, existing feed package; canonical schema with cross-language tests |
|
||||
| `services/flysim` | Composition/config, HTTP/WS, process lifecycle, metrics | Thin host over reusable session library |
|
||||
| `packages/stage-runtime` | Feed ingestion, per-session stores, paint loop, audio, fixture clock | Extract from `apps/stage/src/{feed,paint,audio,motion}` after multi-view prototype |
|
||||
| `apps/stage` + presentation plugins | Layout, branding, task panels, audience-facing explanations | Existing page with legacy layout preserved |
|
||||
| `services/bridge` + audience client module | Twitch transport/auth/redemptions; session-targeted interaction client | Existing bridge; extract provider-independent logic only when reused |
|
||||
| `infra/` | Release composition, process supervision, capture, recordings | Existing tooling parameterized by session/broadcast manifest |
|
||||
|
||||
Use static Rust composition or a small closed registry initially, with trait boundaries at
|
||||
backend/task seams. Do not require stable native dynamic-plugin ABI. An out-of-process
|
||||
emulator helper implements the backend through Flybus RPC, using the same bus as application
|
||||
events and publication. Native emulator protocols stay inside its adapter. This is not a
|
||||
new public action API or a reason to maintain a second framework transport.
|
||||
Keep backend-specific memory access private to its task implementation instead of widening
|
||||
`read8(u16)` into a supposedly universal game-state abstraction.
|
||||
|
||||
### 4.4 Environment and agent contracts
|
||||
|
||||
Illustrative interfaces; concrete types must be written with tests during contract work:
|
||||
|
||||
```rust
|
||||
trait Environment {
|
||||
fn descriptor(&self) -> &EnvironmentDescriptor;
|
||||
fn observe(&mut self) -> Result<WorldObservation>;
|
||||
fn advance(&mut self, actions: &ActionBatch) -> Result<WorldStep>;
|
||||
fn capture(&mut self) -> Result<EnvironmentCheckpoint>;
|
||||
fn restore(&mut self, state: &EnvironmentCheckpoint) -> Result<()>;
|
||||
}
|
||||
|
||||
// One decision boundary, one action per configured controller port.
|
||||
struct ActionBatch {
|
||||
session_tick: u64,
|
||||
ports: Vec<PortAction>,
|
||||
}
|
||||
```
|
||||
|
||||
`descriptor` declares rational step duration, controller schemas, views, audio streams,
|
||||
save/restore availability, task inspection capabilities and determinism level. Capture and
|
||||
restore return an explicit unsupported error when unavailable; configuration validates that
|
||||
the chosen recovery policy can work. `WorldObservation` is a frame-boundary snapshot or
|
||||
immutable handle, not an object allowing agents to advance the backend.
|
||||
|
||||
Control schemas support digital buttons and bounded analog axes/triggers, with neutral
|
||||
values, axis ranges, dead zones, and mutually exclusive directions where appropriate.
|
||||
Preserve the Game Boy mask as one concrete codec. Analog controls need a fixed, versioned
|
||||
decoder mapping; an 800-ms direction hold is not a sensible default for every fighting game.
|
||||
|
||||
Separate three observation surfaces:
|
||||
|
||||
1. **Agent sensory view:** pixels or declared synthetic senses the profile may consume.
|
||||
2. **Task inspector:** audited state for reward/macro/episode logic. Access is part of the
|
||||
disclosed scaffold, not implicitly available to the neural encoder.
|
||||
3. **Broadcast view:** media and summaries for viewers, potentially richer than either player's
|
||||
allowed sensory input.
|
||||
|
||||
Readout produces semantic channel activations or continuous signals. A task-local action
|
||||
executor translates these into port actions, optionally running a selected macro. It is
|
||||
explicitly resettable/checkpointable and reports selected action versus actual controller
|
||||
output. Pokémon pathfinding, dialog logic, and objective catalogs stay in its task plugin.
|
||||
|
||||
Task outputs become scoped `RewardEvent`, `Progress`, `EpisodeEvent` and `ActionAvailability`.
|
||||
Progress is a tagged value (`ladder`, `score`, `match`, `exploration`, or task extension), not
|
||||
always a scalar rank. Rewards carry recipient agent/team, rule ID, event ID and observation
|
||||
tick. A task cannot mutate neural state directly; the session routes accepted rewards once.
|
||||
|
||||
An agent-facing API similarly separates `advance_brain(interval)`, `decide(observation,
|
||||
availability)`, `encode_next(sensory_view)`, and `apply_outcome(rewards, stimulation)`.
|
||||
The session owns their order. Agents cannot call `Environment::advance`, select another
|
||||
port, or inspect another agent's mutable state. Start with a concrete LIF agent composition;
|
||||
introduce a controller trait when synthetic controllers or a second neural model require it.
|
||||
Test controllers implement the same decision surface but are identified as non-neural agents
|
||||
in descriptors and experiment records.
|
||||
|
||||
### 4.5 Example composition
|
||||
|
||||
Illustrative configuration, not syntax supported by today's `flysim.toml`:
|
||||
|
||||
```toml
|
||||
[session]
|
||||
id = "arena-demo"
|
||||
environment = "synthetic-arena-v1"
|
||||
task = "two-player-rounds-v1"
|
||||
scheduler = "lockstep-v1"
|
||||
master_seed = 1234
|
||||
recovery = "round-reset-keep-gains-v1"
|
||||
|
||||
[[agents]]
|
||||
id = "fly-a"
|
||||
port = "player-1"
|
||||
profile = "fafb-arena-baseline-v1"
|
||||
sensory_view = "shared-camera"
|
||||
|
||||
[[agents]]
|
||||
id = "fly-b"
|
||||
port = "player-2"
|
||||
profile = "malecns-arena-baseline-v1"
|
||||
sensory_view = "shared-camera"
|
||||
|
||||
[broadcast]
|
||||
layout = "shared-match-two-agents"
|
||||
audio = "world"
|
||||
audience_stimulation = false
|
||||
```
|
||||
|
||||
Resolve profile IDs through a local, digest-pinned registry. Both agents may instead select
|
||||
the same profile and share immutable topology while retaining independent state. The host
|
||||
validates unique agent IDs and exclusive port ownership, view accessibility, profile/controller
|
||||
compatibility, recovery capability and resource budget before starting. An independent-games
|
||||
broadcast composes two such sessions; it does not misrepresent them as ports in one world.
|
||||
|
||||
## 5. Multiple flies: concurrency is not multiplayer
|
||||
|
||||
### 5.1 Three supported arrangements
|
||||
|
||||
| Arrangement | Ownership / synchronization | First use |
|
||||
| --- | --- | --- |
|
||||
| Independent flies in independent games | One session/process each; optional broadcast composition | Parallel streams and experiments; existing deployment pattern generalizes easily |
|
||||
| Several flies in one game | One environment, several ports, one session barrier | Local fighting/multiplayer games |
|
||||
| Linked emulator instances | One composite environment owns all instances and link state | A later link-cable experiment; requires cycle-accurate link support, not two independent frame loops |
|
||||
|
||||
For a shared arena there must not be one `Sim` loop per player, each calling `run_frame`.
|
||||
That advances the world multiple times and gives an ordering advantage to one agent.
|
||||
|
||||
### 5.2 Shared-world step semantics
|
||||
|
||||
For decision boundary `t`, freeze observation `O[t]`, then:
|
||||
|
||||
1. Admit queued audience/operator commands against stable session/agent identities; log their
|
||||
effective tick. Chat remains presentation state.
|
||||
2. Each agent advances its brain for the same environment interval, using its previously
|
||||
encoded sensory input. Its clock remainder and RNG are private.
|
||||
3. Each agent decodes and advances its action executor using the same `O[t]` task boundary.
|
||||
4. Barrier: collect all port actions, validate ownership/ranges, and commit one complete batch.
|
||||
5. Advance the environment **once** to obtain `O[t+1]` and timestamped media.
|
||||
6. Encode the next sensory inputs, evaluate task events from the completed transition, apply
|
||||
explicitly routed stimulation and rewards, and compute next action availability.
|
||||
7. Apply any whole-session episode/recovery transition; capture coherent state and publish.
|
||||
|
||||
Preserve the detailed legacy ordering inside the legacy single-agent composition. New
|
||||
profiles identify their scheduling semantics explicitly rather than silently adopting a
|
||||
different reward phase. Use rational environment time and integer substep accumulation for
|
||||
new sessions; keep the legacy floating remainder arithmetic for old trajectories. The neural
|
||||
clock may lead environment time by warm-up; persist that offset instead of pretending all
|
||||
clocks start at zero. Rendering, physics and decision cadence may differ, but the backend
|
||||
must define their relationship.
|
||||
|
||||
Start with sequential agent evaluation for reproducibility. Then compare parallel agent
|
||||
evaluation against the same action trace. Cap total worker budget: `agents × brain_threads`
|
||||
can otherwise oversubscribe the machine. Use private pools for concurrent agents or serialize
|
||||
dispatch into a pool; the current `WorkerPool` must not be concurrently reused through a
|
||||
cloned `SweepPlan`. Sharing immutable graph buffers is independent of scheduling workers.
|
||||
|
||||
If one agent is late, the default is to slow the **whole session** and report lag. A crashed
|
||||
agent pauses/fails the match rather than silently becoming a neutral or scripted opponent.
|
||||
A realtime external world that cannot pause requires a separate declared deadline/hold-last
|
||||
policy, dropped-action telemetry and a different determinism claim. Do not hide that policy
|
||||
inside the environment adapter or use wall-clock completion order as an action tie-breaker.
|
||||
|
||||
### 5.3 Match state and learning
|
||||
|
||||
Every agent has its own seed, calibration, gain vector, eligibility, reward totals and
|
||||
stimulation cooldown. Derive seeds deterministically from a stored master seed and stable
|
||||
agent ID; do not use thread scheduling or the default identical seed for every fly.
|
||||
|
||||
For an initial fighting-game task:
|
||||
|
||||
- Both agents receive the same shared camera unless the game has genuine private views.
|
||||
- Controller-port swaps and seed repeats are part of evaluation; wins alone are confounded
|
||||
by character, spawn, arena, action interface and side advantage.
|
||||
- Award positive, explicitly attributed events such as a scored hit/round win; define
|
||||
damage/self-damage/team attribution and duplicate detection before turning learning on.
|
||||
A loss need not produce a negative reward; changing reward doctrine is a separate decision.
|
||||
- Episode transitions may retain learned gains while clearing transient traces, or create
|
||||
fresh brains for controlled trials. Record which policy was selected.
|
||||
- Do not select a “best checkpoint” separately for each player in a shared world. There is
|
||||
one world state. Tournament scores and historical results should not rewind with a match.
|
||||
- Disable sugar for balanced evaluation. If enabled for a show, target a named agent under
|
||||
a documented rule and log the intervention; do not call that an uncontrolled fair benchmark.
|
||||
|
||||
### 5.4 Checkpoint and recovery semantics
|
||||
|
||||
Distinguish three operations:
|
||||
|
||||
| Operation | Restored/reset state |
|
||||
| --- | --- |
|
||||
| Crash resume | Coherent environment, every agent, scheduler remainders, task ledgers, pending actions/commands and executor state at one boundary |
|
||||
| Task recovery | Policy-defined world rewind/reset and per-agent transient clearing; continued gains/brain clocks only when declared, as in the legacy ratchet |
|
||||
| New episode | Task initial world state, explicit retained/fresh agent policy, new episode identity; session event sequence remains monotonic |
|
||||
|
||||
Use a new session envelope version with a manifest mapping stable agent IDs to chunks and
|
||||
listing graph/model/profile/backend/content/task/state-format identities. The current
|
||||
envelope restricts chunk names to letters; do not simply append `agent/1/membrane` to it.
|
||||
Specify a new container format or an explicit manifest-to-valid-chunk-name indirection.
|
||||
|
||||
Validate every participant into staged state before mutating any live participant. A failed
|
||||
environment import must not leave half the brains restored. For an external emulator,
|
||||
restore a replacement stopped process when transactional in-place validation is impossible.
|
||||
Capture at the action barrier with no backend step in flight. Reuse atomic payload write,
|
||||
manifest commit, hot/durable tiers and off-thread serialization; bound outstanding snapshot
|
||||
jobs so repeated copies cannot exhaust memory under slow storage.
|
||||
|
||||
Exact replay requires action-executor and admission state, not just the neural envelope.
|
||||
Legacy macros intentionally discard transient execution on restart; preserve that behavior
|
||||
for v1 and label it as legacy continuation semantics, not exact session replay. New sessions
|
||||
persist all behavior-affecting state or explicitly restart an episode under a documented rule.
|
||||
|
||||
Keep `FLYSIM01` readable through a legacy adapter. Never silently rewrite a checkpoint on
|
||||
read. Conversion is an explicit offline operation writing a new directory and run record.
|
||||
Environment identity includes title/content digest, backend build/configuration, relevant
|
||||
platform/native state format, and patch/symbol provenance; state size alone is not sufficient.
|
||||
|
||||
## 6. Feed, stage and audience modules
|
||||
|
||||
### 6.1 Feed v2 is required
|
||||
|
||||
V1 is not a generic multi-agent format. Its attachment map forbids duplicate kinds, so two
|
||||
`spikes` arrays cannot coexist; its button mask and 160×144 image are Game Boy-specific.
|
||||
Platformer counters are currently folded onto names such as `pokedex` and `wildwin`.
|
||||
Extending those conventions to fighting games would preserve syntax while losing meaning.
|
||||
|
||||
Keep v1 stable for the legacy session. Introduce a negotiated v2 or a separate `/v2/feed`
|
||||
endpoint, with a descriptor delivered before dependent snapshots and available on reconnect.
|
||||
This is the application's browser/presentation gateway over Flybus, not another internal
|
||||
bus. Native participants use the same RPC/pub-sub protocol for all framework communication.
|
||||
The contract change must update Rust, TypeScript, schema, fake service, fixture player,
|
||||
stage and bridge together. Proposed shape:
|
||||
|
||||
```text
|
||||
SessionDescriptor
|
||||
sessionId, protocol, descriptorRevision, environment/task identities, clock definition
|
||||
agents[{agentId, profileId, datasetId, neuronCount, roles, controlPort}]
|
||||
ports[{portId, controllerSchema}]
|
||||
views[{viewId, dimensions, pixelFormat, sensory/broadcast use}]
|
||||
audioStreams[{streamId, sampleRate, channels}]
|
||||
assets[{id, contentHash, datasetIndexHash, localUrl, license/credit}]
|
||||
|
||||
SessionSnapshot
|
||||
descriptorRevision, seq, sessionTick, episodeId, environmentTime, wallTime, status
|
||||
agents[{agentId, brainTime, rates, learning, selectedAction, actualControls, stimulation}]
|
||||
progress: tagged task payload; events: scoped and sequenced
|
||||
attachments[{id, kind, ownerId, byteLength, format, mediaTimestamp}]
|
||||
```
|
||||
|
||||
Use bounded, schema-validated tagged payloads/namespaced task extensions, not arbitrary
|
||||
unlimited JSON or executable server-supplied UI. Dataset identity and neuron index mapping
|
||||
must accompany spike geometry: matching bitset length alone cannot establish alignment.
|
||||
Include descriptor revision in every snapshot and reject stale/mismatched buffers. Large
|
||||
monotonic IDs/times use a specified safe-integer bound or decimal strings across languages.
|
||||
|
||||
Publish one shared camera/audio stream once, not once per agent. Independent sessions may
|
||||
have independent streams. Timestamp audio/video to the session clock; define discontinuities
|
||||
on reset, reconnect and lag. Latest-value video/telemetry may drop, while audio needs a
|
||||
bounded timestamped buffer and explicit gap handling. Durable event IDs permit recovering
|
||||
missed events; a drop-oldest snapshot feed is not an exactly-once event log.
|
||||
|
||||
At 640×480 RGBA, native frame production is 36.864 MB/s at 30 Hz or 73.728 MB/s at 60 Hz.
|
||||
Publish one immutable artifact and pass owned references through Flybus to all consumers.
|
||||
Bytes stay outside router messages; producer/read/copy costs still need measurement. A
|
||||
renderer retains its handle past message drop; cached RPC results and latest retention also
|
||||
own data until release. Last-owner GC replaces coordinator-managed slots/reader acknowledgments.
|
||||
Resizing, overlays, codecs and streaming are presentation-layer choices, not bus requirements.
|
||||
|
||||
### 6.2 Stage composition
|
||||
|
||||
Extract `createSessionStore()` rather than adding `agent2` fields to the singleton `hot`.
|
||||
Own rate scalers, button afterglow, ticker state, fixture clock and audio queues per session/
|
||||
agent. Keep one page paint scheduler; register surfaces against explicit view/agent IDs.
|
||||
Geometry is loaded by descriptor/hash through an asset manifest, replacing the hardcoded
|
||||
FAFB route in both `App.tsx` and `vite.config.ts`.
|
||||
|
||||
Retain the existing Game Boy layout as a presentation plugin. Add composition primitives for
|
||||
a shared match view with two agent summaries, or independent session tiles with one focused
|
||||
audio source. A generic fallback shows status, media, controls and task labels without
|
||||
inventing Pokémon counters. Unknown optional extensions can be omitted; unknown required
|
||||
capabilities or mismatched descriptors must be visible rather than silently showing Pokémon.
|
||||
|
||||
Combine common framework measurements with application-owned state/events. Describe values
|
||||
by owner, type, units, range and timestamp; distinguish zero, unknown, unsupported and stale.
|
||||
Game-specific progress/collections remain validated schema extensions. The application defines
|
||||
its supervisory/story behavior alongside its UI, not inside a mandatory generic Director service.
|
||||
|
||||
Keep UI runtime dependencies out of the numerical package. The current `@flybrain/brain`
|
||||
view exports and optional Three.js peer can remain compatibility re-exports when viewer
|
||||
geometry/helpers move to a dedicated view module. Controller labels belong in controller
|
||||
schemas, not a UI import of the neural package's Game Boy preset.
|
||||
|
||||
Review actual layout proposals as PNGs under `apps/stage/mockups/`, with existing legibility,
|
||||
phone-scale and browser gates. This document proposes data/layout boundaries, not screen
|
||||
copy or a replacement for visual sign-off.
|
||||
|
||||
### 6.3 Audience interaction
|
||||
|
||||
Keep Twitch authentication/EventSub and template-only replies in the application bridge. Extract a
|
||||
session-targeted interaction client with explicit `sessionId`, optional `agentId`, interaction
|
||||
kind and idempotency key. A multi-agent request with no target is rejected unless a fixed,
|
||||
declared target policy exists; presentation focus must never choose the recipient.
|
||||
|
||||
Service admission owns per-session, per-agent and global limits. A profile advertises its
|
||||
supported stimulation capability; an agent without PAM support returns unsupported rather
|
||||
than pretending to accept “sugar.” `!stuck` becomes task-aware (ladder time versus round
|
||||
time), while chat remains broadcast-scoped and independent of neural state. Future boons
|
||||
use task/backend-declared capabilities with explicit target, timing and outcome; gifts do
|
||||
not automatically become earned learning rewards. These need separate capability/admission
|
||||
contracts before enabling them, carried over the same bus rather than an arbitrary write API.
|
||||
|
||||
For redemptions, persist the resolved target and request identity before retrying. Distinguish
|
||||
an RPC timeout (HTTP on legacy v1) from a definite refusal: it may occur after the sim accepted the
|
||||
effect. V2 needs a durable or explicitly recoverable deduplication/status contract so bridge
|
||||
restart cannot apply the same pulse twice or retarget a redemption to a new match. Do not
|
||||
promise exactly-once behavior from the bridge intent log alone. Existing v1 remains as-is.
|
||||
|
||||
### 6.4 Deployment and observability
|
||||
|
||||
A deployable composition selects runtime binary, backend/task, agent profiles, dataset
|
||||
bundles, view assets, session state namespace and broadcast layout. Generate service config
|
||||
from that manifest plus the operator's external environment. Keep tokens and network-specific
|
||||
values outside this repository. Package viewer artifacts separately from the full simulation
|
||||
graph so the browser does not need every edge.
|
||||
|
||||
Preserve existing process isolation: sim, bridge, browser, capture, local relay and Twitch
|
||||
push can restart independently. One coordinator/session with separate worker processes is
|
||||
the default composition; a shared match remains one logical failure/recovery group across
|
||||
those workers. A worker restart cannot silently rejoin. Router failure also invalidates its
|
||||
ephemeral handles/routes. Multi-session placement and presentation composition are application
|
||||
deployment concerns; router scope sets an explicit shared-failure boundary.
|
||||
|
||||
Metrics distinguish session lag, environment step cost, per-agent step cost, barrier wait,
|
||||
snapshot drops, audio discontinuities, checkpoint queue age and resource budget. Bound agent
|
||||
labels to configured IDs; never label metrics by viewer name or arbitrary event text.
|
||||
Health must distinguish paused, slow, disconnected backend and dead agent. A generic
|
||||
watchdog cannot treat “no new Pokémon tiles” as a stall detector for all tasks.
|
||||
|
||||
Deployment preflight checks every referenced profile/bundle and complete checkpoint identity
|
||||
before selecting a release. Switching the binary back does not convert newer state: retain
|
||||
the previous release's state namespace for rollback. Twitch publishing still requires the
|
||||
operator's explicit approval for that run; implementation benchmarks use local sinks.
|
||||
|
||||
## 7. Cleanup strategy: extract, then reorganize
|
||||
|
||||
Prioritize coupling that prevents a second application, rather than renaming everything.
|
||||
|
||||
1. **Characterize behavior and identify state owners.** Capture deterministic synthetic
|
||||
observation→action→reward traces and legacy restore outcomes before moving code.
|
||||
2. **Remove task construction from anatomy.** Introduce separately hashed readout bindings;
|
||||
leave the current artifact and macro-role merge path frozen for legacy compatibility.
|
||||
3. **Extract orchestration from transport.** A session step returns observations/events and
|
||||
capture requests; it does not serialize HTTP/feed headers. `flysim` owns listener setup,
|
||||
wall-clock publication and systemd integration.
|
||||
4. **Split emulator from task.** Move binjgb behind an environment implementation, preserving
|
||||
FFI/cache behavior. Move map/exit/objective queries into Pokémon task interfaces rather
|
||||
than forcing every future game to implement them.
|
||||
5. **Split task recovery from storage.** The ratchet decides a task transition; storage
|
||||
commits an opaque coherent capture. Matches use round resets, not milestone archives.
|
||||
6. **Version observation/control at the boundary.** Internal typed session snapshots become
|
||||
v1 or v2 through adapters; core modules do not depend on wire enums.
|
||||
7. **Make stage state instantiable and assets descriptor-driven.** Preserve hot/cold cadence
|
||||
and fixture determinism while removing singletons and hardcoded dataset selection.
|
||||
8. **Only then move directories/extract packages.** Keep re-exports/CLI wrappers during the
|
||||
move, fix build/CI/vendor paths, and compile tiny consumers proving Rust/TS libraries can
|
||||
be used without starting Twitch, a browser, or an emulator.
|
||||
9. **Reconcile documentation.** Separate current contracts/reference from dated deployment
|
||||
history. Audit contradictory “raw buttons only,” weighted-macro, throughput, token/setup,
|
||||
and training-improvement claims against code. Update templates and scientific limitations
|
||||
with actual profile capabilities, not a new generic claim of biological fidelity.
|
||||
|
||||
Do not introduce a generic reward engine, universal memory address model, central plugin
|
||||
marketplace, or per-neuron network transport. Those abstractions have no demonstrated second
|
||||
consumer and would obscure the useful, small seams already present.
|
||||
|
||||
## 8. Implementation plan and acceptance gates
|
||||
|
||||
Each row is a reviewable change or small workstream, not one large feature branch. Follow
|
||||
the repository's branch/worktree build-and-review workflow. Contract changes precede their
|
||||
consumers. No estimate here assumes an emulator backend or biological mapping already works.
|
||||
|
||||
| Phase | Deliverable and principal files | Dependencies | Acceptance / stop condition |
|
||||
| --- | --- | --- | --- |
|
||||
| P0 — baseline | Trace fixtures and boundary tests around `Sim::step_frame`, restore, dataset loader, stage singleton behavior; current-state documentation inventory | None; reconcile open branches first | Current TS/Rust goldens and legacy API/feed fixtures pinned; behavior ledger distinguishes intentional transient reset from exact replay |
|
||||
| P1 — identities | Dataset/profile manifest, role resolver, behavior hash, synthetic fixtures; new strict validators in both languages | P0 | Missing/ambiguous roles fail; wrong profile refuses restore; FAFB legacy fingerprints/version strings unchanged |
|
||||
| B1 — Flybus | Small Rust router/client with RPC, pub/sub, owned artifacts and GC; see BUS-01..03 in the contract implementation guide | Can start alongside P0/P1; no dataset/emulator dependency | Same semantics in-memory/Unix sockets; cache/retention holds safe; 480p three-reader test; no raw binary in message envelopes |
|
||||
| M1 — MaleCNS import | `tools/datasets/malecns`, source lock, inventory/exclusion report, schema-compatible baseline bundle, attribution | P1 | Counts reconcile to selected inventory; reproducible output hashes; graph invariants and both loaders agree; no runtime downloads |
|
||||
| M2 — headless characterization | Profile-specific L1/sensor binding, role/readout audit, learning-off/on benches and new goldens | M1 | Stable/finite activity measured over repeated seeds; no silent empty populations; exact TS/Rust state agreement; unsupported inputs remain marked unsupported |
|
||||
| M3 — task integration | Explicit MaleCNS profile selected by service config and matching stage assets, fresh state namespace | M2 and minimal descriptor/asset support from P5 | Fresh brain on audited game state; sugar capability verified; stage index/geometry identity correct; one-hour local soak plus restore drill; no automatic promotion over FAFB |
|
||||
| P2 — environment/task split | Environment contract, binjgb wrapper, task-specific inspector; facade for existing `flybrain-gb` imports | P1 | Legacy action/reward traces identical; ROM-free tests pass; optional ROM-backed sample confirms stepping/audio/state behavior |
|
||||
| P3 — session library | Single-agent session owns clocks, agent/task/executor state; service composes bus-connected workers | P2, B1 | Same legacy order and compatibility; renderer/bridge restart leaves run intact; fake backend runs without binjgb/ROM/Twitch |
|
||||
| P4 — multi-agent + persistence | Two-agent synthetic arena, action barrier, isolated state, session envelope/recovery and failure behavior | P3 | One world step per batch; no port/order advantage; resume/parallel-vs-sequential equivalence; failure cannot partly commit a match |
|
||||
| P5 — feed/control v2 | Descriptor, scoped snapshots/events/media, targeted stimulation and idempotency, TS/Rust schema fixtures/fake server | P1, P3; validate with P4 fixture | V1 still works for legacy; multi-agent attachments cannot collide; unknown target/profile rejected; retry/reconnect tests pass |
|
||||
| P6 — modular stage/bridge | Instantiable stores, dataset assets, shared/independent views, target-aware commands/redemptions | P4–P5 | PNG review for two-agent layout; browser legibility/fixture tests; correct audio ownership and no agent cross-talk |
|
||||
| E1 — new emulator spike | Select title/backend; bus-connected helper or native wrapper; record native frame, ports, inspection and restore capabilities | P2, can run beside P4–P6; framework integration uses B1 | Reliable bounded step + simultaneous controls, pinned content/backend identity, reproducible state round trip; stop before task implementation if unavailable |
|
||||
| E2 — fighting-game vertical slice | Two flies, chosen game task, analog/digital readout, episode logic, attributed rewards, match view | E1, P4–P6 | Repeated local matches and side swaps; measured compute headroom; documented scaffold and interventions; win-rate claims require controls |
|
||||
| P7 — packaging/reorg | Optional root Rust workspace move, library consumers, profile-based release/asset manifests, updated infra and docs | Useful second backend + P6 | Four merge suites and affected browser gates pass; old composition deploys locally; preflight rejects incompatible multi-agent state |
|
||||
|
||||
M3 may use a small v1-compatible **additive descriptor extension**, if contracts and both
|
||||
consumers are updated and the existing frame semantics stay unchanged. It must not publish
|
||||
MaleCNS spikes under implicit FAFB geometry. Full multi-agent publishing still requires v2.
|
||||
|
||||
### 8.1 A concrete first alternative-emulator spike
|
||||
|
||||
Before committing to Melee/Dolphin or an N64 backend, establish:
|
||||
|
||||
- An exact title/version and backend revision, available to the operator externally.
|
||||
- A supported pause/advance boundary with all configured controller ports applied together.
|
||||
- Whether rendering is required for stepping and whether frame capture is synchronous.
|
||||
- Sample rate/channel metadata, audio latency and timestamps.
|
||||
- Analog sticks/triggers and button semantics; neutral state on disconnect.
|
||||
- Save-state completeness, version/platform constraints and reproducibility after restore.
|
||||
- Supported task-state inspection (match/round/port state) without guessing memory offsets.
|
||||
- Headless/runtime packaging, process lifecycle, resource cost and failure behavior.
|
||||
|
||||
A library used for competitive tooling may expose controller and game-state APIs without
|
||||
supporting arbitrary frame stepping or faithful visual capture. Verify capabilities instead
|
||||
of assuming its name solves integration. Prefer a pinned private backend process if native
|
||||
embedding would force emulator internals into our Rust runtime. Desktop keyboard automation
|
||||
is unsuitable for simultaneous deterministic multi-port input.
|
||||
|
||||
Start with synthetic constant/alternating controller traces and a test opponent before neural
|
||||
control. Such traces are backend tests, not public “fly playing” footage. Then validate one
|
||||
agent, two agents, episode boundaries, crashes and resume in that order. No copyrighted game
|
||||
content is added to source control or test fixtures.
|
||||
|
||||
### 8.2 Validation matrix
|
||||
|
||||
**Numerical/format:** existing `core/tests/golden_{toy,real,agent,restore,platformer,versions}.rs`
|
||||
remain gates. Add pinned MaleCNS subgraph fixtures and a full-artifact optional golden run,
|
||||
with generated TS goldens and exact Rust comparisons. Include malformed CSR, missing roles,
|
||||
wide IDs, hemisphere/coordinate errors, overflowing weights, and graph/profile mismatch.
|
||||
The subgraph tests prove arithmetic/loader agreement, not full-CNS dynamics.
|
||||
|
||||
**Scheduler:** synthetic backend asserts one advance per complete batch; swap agent evaluation
|
||||
order, vary worker count, and inject a late/failing participant. Check equal observation
|
||||
boundaries, deterministic seeds, no cross-agent gains/holds/stimulation, correct tick remainder,
|
||||
and no reward twice at an episode boundary. Mixed profiles are allowed only if their clocks
|
||||
and capabilities satisfy the same session contract.
|
||||
|
||||
**Persistence:** kill/fault injection around capture/write/manifest commit; corrupt one agent
|
||||
chunk, backend state or profile hash; verify all-or-none restore and fallback reporting.
|
||||
Compare uninterrupted and resumed new-session action/state traces. For legacy runs compare
|
||||
against the documented transient-reset behavior instead of demanding a newly invented one.
|
||||
|
||||
**Protocol/UI/bridge:** cross-language v1/v2 fixtures; two agents with different neuron counts;
|
||||
shared and private views; out-of-order descriptor/media, missing optional attachments, stale
|
||||
snapshots and reconnect; replay seeking; duplicate redemption, lost HTTP response and bridge
|
||||
restart; explicitly unsupported stimulation. Visual changes require PNG review and browser
|
||||
tests, not prose approval of a hypothetical layout.
|
||||
|
||||
**Performance/science:** benchmark full graph and thresholded graph with learning disabled
|
||||
and enabled, fixed sensory traces, multiple seeds and side swaps. For game-performance
|
||||
claims compare against random/readout baselines and learning-off, reporting scaffold,
|
||||
recovery, intervention and episode policies. Measure sustained real-time factor and tail
|
||||
latency under two/four flies plus actual browser/capture load; do not extrapolate a single
|
||||
kernel throughput figure to an entire show. Initial target is ≥1.0× sustained at the declared
|
||||
agent count with p99 step time within its cadence budget and no growing queues; select a
|
||||
resource/headroom margin from the measured backend before release.
|
||||
|
||||
Before each merge run the repository-required `npm test`, `npm run typecheck`,
|
||||
`cargo test --workspace` from the Rust workspace, and `infra/tests/lint.sh`. Run affected
|
||||
Playwright/PNG gates for stage changes. The existing committed FAFB real-data goldens remain
|
||||
mandatory. New full-MaleCNS integration jobs and ROM-backed tests are explicit optional jobs
|
||||
with recorded skips, never a hidden network/ROM dependency of normal CI.
|
||||
|
||||
## 9. Decisions and open questions
|
||||
|
||||
**Recommended decisions now:** preserve FAFB as the baseline; use official MaleCNS provenance;
|
||||
freeze legacy arithmetic/identities; version profile behavior independently; make environment
|
||||
and agent separate objects; use one session barrier for a shared match; retain static plugins
|
||||
and process/session isolation; introduce v2 instead of stretching Game Boy fields indefinitely.
|
||||
|
||||
**Questions answered by spikes rather than assumptions:**
|
||||
|
||||
1. Which MaleCNS neuron inventory and confidence/threshold policy will be the published bundle?
|
||||
Can we explain the differing inventories and quantify left/right sensory coverage?
|
||||
2. Do existing LIF parameters give useful, stable activity on MaleCNS? If not, which explicit
|
||||
profile calibration is justified, and does a different neural model warrant separate work?
|
||||
3. Are verified L1 mappings adequate, or is the intended project really an embodied sensory
|
||||
simulation requiring new encoders and VNC feedback?
|
||||
4. Which Smash title/backend can satisfy deterministic stepping, simultaneous ports, media
|
||||
capture and restoration at acceptable cost?
|
||||
5. How many simultaneous brains fit the actual budget, with which mix of within-brain versus
|
||||
between-brain workers? Is a compressed media path required?
|
||||
6. Which match reset/learning/intervention policy defines the show, and which defines a
|
||||
controlled comparison? They should be separate run configurations.
|
||||
|
||||
Success is not just “another connectome loads” or “a second pad moves.” It is a new session
|
||||
assembled from modules whose anatomy, numerical model, controller, task, recovery and
|
||||
presentation assumptions are explicit, testable and reusable without changing the old fly.
|
||||
|
||||
## 10. Sources and scope of the analysis
|
||||
|
||||
Repository evidence is enumerated in section 2 and tied to the baseline commit above. Existing
|
||||
reference documents: [dataset format](../dataset-format.md), [model](../model.md),
|
||||
[plasticity](../plasticity.md), [readout](../readout.md), [limitations](../limitations.md),
|
||||
[macros](macros.md), [architecture tour](../architecture-tour.md), and
|
||||
[contribution/compatibility rules](../../CONTRIBUTING.md). Historical status notes are not
|
||||
evidence that an unmeasured experiment succeeded.
|
||||
|
||||
External sources inspected 2026-09-18:
|
||||
|
||||
- [Official MaleCNS overview](https://www.janelia.org/project-team/flyem/male-cns-connectome):
|
||||
anatomical coverage, collaboration, release dates and licensing statement.
|
||||
- [Official MaleCNS downloads](https://male-cns.janelia.org/download): versioned bulk tables,
|
||||
confidence cutoffs, segment versus neuron distinction, coordinate units and API guidance.
|
||||
- [FlyWire overview](https://flywire.ai/): FAFB reconstruction provenance and brain coverage.
|
||||
- [Codex dataset listing](https://codex.flywire.ai/): portal inventory counts, which are not
|
||||
assumed to be identical to neuPrint query inventories or local runtime graphs.
|
||||
- [Minecraft fly README](https://github.com/blendi-remade/fly-brain-minecraft/blob/main/README.md)
|
||||
and [provenance](https://github.com/blendi-remade/fly-brain-minecraft/blob/main/PROVENANCE.md):
|
||||
a separately authored MaleCNS derivative, thresholding and mapping decisions, and disclosed
|
||||
sensory/motor limitations. These moving links are comparison material, not a locked data
|
||||
dependency; M1 must acquire its own official source lock.
|
||||
|
||||
This analysis reads the current implementation and upstream documentation. It does not
|
||||
download/build the full MaleCNS dataset, independently validate the Minecraft benchmarks,
|
||||
run a new emulator, or establish a performance/behavioral improvement. Those are explicit
|
||||
deliverables with gates above.
|
||||
766
docs/design/melee-framework-audit.md
Normal file
766
docs/design/melee-framework-audit.md
Normal file
|
|
@ -0,0 +1,766 @@
|
|||
# Melee: multi-fly runtime, emulator and broadcast audit
|
||||
|
||||
Status: **research and proposed implementation plan**. Written 2026-09-18 against local
|
||||
`f7bc13a`. Extends the [modular-session design](malecns-modular-sessions.md) and
|
||||
[implementation backlog](malecns-modular-implementation.md) with a concrete second game.
|
||||
Existing [feed](../feed-protocol.md) and [control](../control-api.md) contracts still win.
|
||||
No emulator, game image, deployment host or live broadcast was run for this audit.
|
||||
|
||||
Follow-on [session framework contracts](session-framework/README.md) define the concrete
|
||||
multi-process synchronization and worker interfaces this backend will implement.
|
||||
The subsequent [Flybus decision](session-framework/bus-v1.md) selects one small Rust router
|
||||
for RPC and pub/sub, with immutable artifacts outside messages and delivery-scoped GC.
|
||||
The application owns supervisory/presentation behavior; the bus owns no game or stream logic.
|
||||
|
||||
## 1. Executive decision
|
||||
|
||||
**Use Dolphin, initially a pinned mainline-based Slippi Dolphin build, as a separate backend
|
||||
process. Use the maintained libmelee fork to accelerate the integration spike. Keep the
|
||||
brains and session coordinator in Rust.** Prove its synchronization, rendered sensory input,
|
||||
and recovery behavior before selecting a production build. Keep stock Dolphin plus a narrow
|
||||
backend hook as the fallback if the Slippi path cannot satisfy those requirements cleanly.
|
||||
|
||||
Do not port Melee to native code, embed Dolphin into the neural crate, run one emulator per
|
||||
fighter, or assume “libmelee has `step()`” supplies the complete environment contract.
|
||||
|
||||
Recommended first target:
|
||||
|
||||
- Melee US 1.02, local two-player versus, one emulator and two independently stateful flies.
|
||||
- Existing FAFB brains first. MaleCNS is an independent axis of experimentation, not a
|
||||
prerequisite for solving the emulator and multiplayer problems.
|
||||
- Fixed declared characters, stage, stock/time rules and input profiles; no netplay rollback.
|
||||
- Pixel-based sensory input with an explicit resolution/aspect transform; state inspection
|
||||
is for task measurement, match lifecycle and display, not a hidden fighting policy.
|
||||
- Fixed GameCube controller readout with bounded analog values and short frame-based holds.
|
||||
- Native-resolution rendering initially, local broadcast at 30 fps first; simulation/input
|
||||
continue at the backend's approximately 60-Hz cadence. Promote to a 60-fps show only after
|
||||
the full media path and encoder are verified.
|
||||
- Two-fly synthetic arena remains the framework test case before game integration.
|
||||
|
||||
The important scaling change is **one environment with many agents**, not simply a larger
|
||||
ROM. Disc size is mostly a loading/storage concern. Runtime cost comes from PowerPC emulation,
|
||||
graphics/audio, multiple neural simulations, synchronization and media copies.
|
||||
|
||||
### Confidence labels used below
|
||||
|
||||
- **Observed in source:** checked implementation or explicit upstream documentation.
|
||||
- **Recommended:** proposed architecture/configuration, not implemented here.
|
||||
- **Must measure:** cannot be established by reading code, including throughput, latency,
|
||||
correct input-to-frame association and reliable recovery on the target platform.
|
||||
|
||||
## 2. What the Melee decompilation gives us
|
||||
|
||||
The supplied [doldecomp/melee](https://github.com/doldecomp/melee) repository is a matching
|
||||
decompilation of **US 1.02**. Its README is `.github/README.md`, not the repository-root
|
||||
`README.md`. The inspected revision is recorded in section 13.
|
||||
|
||||
The README and `config/GALE01/config.yml` identify the matching `main.dol` SHA-1 as
|
||||
`08e0bf20134dfcb260699671004527b2d6bb1a45`. That identifies the executable, **not the entire
|
||||
disc image**. Our run manifest must separately identify externally supplied game content,
|
||||
effective executable, modifications, emulator build and task interpretation.
|
||||
|
||||
The decomp builds a GameCube executable, not a supported desktop port or emulator replacement.
|
||||
The `dolphin` code within that source tree refers to Nintendo's SDK, not the Dolphin emulator
|
||||
project. Rebuilding/relocating a DOL for instrumentation changes address identity; never use
|
||||
stock symbol addresses on a shifted build.
|
||||
|
||||
### 2.1 Useful inspection map
|
||||
|
||||
| Upstream source | What was observed | How it helps our task |
|
||||
| --- | --- | --- |
|
||||
| `config/GALE01/{config.yml,symbols.txt}`; `docs/symbols.md` | Matching binary identity and named symbols with addresses, sections and attributes | Reproducible symbol/inspection manifest analogous to the Pokémon symbol generator |
|
||||
| `src/melee/pl/player.h` and `player.c` | `StaticPlayer`, getters for stocks/damage/controller index, KO-by-player counters and self-destructs | Distinguish controller port, player slot and match attribution instead of assuming they are identical |
|
||||
| `src/melee/ft/types.h` | `Fighter`, player/controller identifiers, buffered sticks/triggers/buttons, pressed/released edges, damage state, source-player field and move-instance information | Audit controls and potential reward attribution; source fields are hypotheses to validate against live transitions |
|
||||
| `src/melee/gm/types.h` | Match frame/timer fields, `MatchEnd`, winner arrays and exit/results structures | Episode boundaries, timeout/results interpretation, one-time terminal rewards |
|
||||
| `src/melee/gm/gmvsmelee.h` | Character/stage select, versus entry/exit, sudden-death and results transitions | An explicit lifecycle model instead of treating every screen as a playable frame |
|
||||
| `src/melee/{cm,gr,mp,it}/` | Camera, stages, map/collision and item subsystems identified by upstream module structure | Follow-up inspection points for view geometry, hazards and projectiles; not all audited in this pass |
|
||||
|
||||
Examples of concrete distinctions:
|
||||
|
||||
- `StaticPlayer` has a controller index, a player ID and up to two sub-fighter entities.
|
||||
Ice Climbers and transformations defeat “one visible fighter object = one agent.”
|
||||
- The input struct tracks three-entry analog/button histories plus pressed/released buttons
|
||||
and threshold timers. A constant button hold and a sequence of taps are different actions.
|
||||
- Damage includes an annotated source-player number, but it must be checked for projectiles,
|
||||
stale ownership, self-damage and indirect KOs before it becomes a reward source.
|
||||
- The match structures include winner counts/arrays. A terminal result is not safely inferred
|
||||
from whichever player's stock decrement happened to be sampled first.
|
||||
|
||||
### 2.2 How to use it without making the framework Melee-specific
|
||||
|
||||
Create a **task-local** inspection catalog: field name, binary/decomp revision, symbol or
|
||||
pointer traversal, type/endianness, valid scenes, tested transitions and unsupported cases.
|
||||
Prefer Slippi telemetry for fields it supplies reliably; use decomp-grounded inspection for
|
||||
missing fields only after verification. Do not expose all emulator memory to every agent.
|
||||
|
||||
If memory inspection is needed, decode big-endian integer/float fields and emulated 32-bit
|
||||
pointers explicitly. Never cast emulated bytes to a native Rust/C struct whose layout,
|
||||
pointer width or bitfield ordering is different. Sample a consistent backend boundary rather
|
||||
than reading a moving process asynchronously. Accessors named in the decomp explain semantics;
|
||||
they are not functions our host process can call in place of an adapter.
|
||||
|
||||
Derive small constant/schema outputs and synthetic fixtures where appropriate. Do not vendor
|
||||
the entire decomp, game executable, assets or save states merely to read stocks and damage.
|
||||
The first working backend does not require rebuilding Melee. Custom hooks or patches are
|
||||
separately identified scaffold and enter the run's behavior/content identity.
|
||||
|
||||
## 3. Emulator options and recommendation
|
||||
|
||||
All candidates below emulate GameCube software. The differentiator is the host integration,
|
||||
not whether Melee can theoretically boot.
|
||||
|
||||
| Candidate | Evidence / useful capability | Gap or cost | Decision |
|
||||
| --- | --- | --- | --- |
|
||||
| **Mainline-based Slippi Dolphin + maintained libmelee** | Structured game/port events, controller pipes, explicit blocking-input support; Linux rendered path available in the ecosystem | Pixel/audio access and coherent external save-state control still need integration; pin emulator, Gecko codes and parser together | **First spike and preferred initial integration** |
|
||||
| **Stock Dolphin + narrow host hook** | Source has `Core::DoFrameStep`, CPU-thread coordination and `State::{SaveToBuffer,LoadFromBuffer}` | These are internal APIs, not a stable remote environment SDK; own a small patch and state parser/telemetry bridge | Fallback or eventual generic Dolphin backend if its maintenance cost is justified |
|
||||
| **Felk Python-scripting Dolphin branch** | Inspected stubs expose controller/memory/save-state scripting and rendered-frame events | Historical branch; `await frameadvance()` is documented as waiting for a rendered-frame event, not proof of a paused one-step transaction | Research reference or temporary probe, not default production dependency |
|
||||
| **Custom EXI/fast-forward Slippi-Ishiiruka** | Maintained libmelee README describes accelerated ML mode and EXI inputs | That documented fast path disables rendering; inspected libmelee rejects non-Null graphics for the EXI_AI build | Useful for explicitly state-driven offline research, not the pixel-fed live baseline |
|
||||
| **Libretro Dolphin core** | Potential common frontend ABI | No core-specific synchronization/state/render benchmark was performed; another integration layer does not remove task semantics | Defer rather than introduce an unverified second dependency stack |
|
||||
| **Native game port built from the decomp** | Source enables modding/research | Matching DOL compilation is not native execution; graphics, OS/SDK, timing and assets remain substantial work | Outside this project's first Melee phase |
|
||||
|
||||
Use the maintained **`vladfi1/libmelee`**, not a floating install selected by an old tutorial.
|
||||
`altf4/libmelee` says it is archived and points there. The maintained fork says it became
|
||||
the PyPI `melee` source starting at 0.45.0; pin the actual chosen package/source revision and
|
||||
its dependencies instead of assuming an unversioned `pip install melee` reproduces a run.
|
||||
|
||||
The maintained README describes raw-state compatibility, but the inspected `Console.step()`
|
||||
still invokes `__fixframeindexing` and `__fixiasa`. Therefore, confirm field semantics from
|
||||
the installed source and observation fixtures rather than trusting README wording. Our
|
||||
adapter identifies parser/normalization revision as part of task identity.
|
||||
|
||||
### 3.1 What the blocking path actually does
|
||||
|
||||
**Observed in source:**
|
||||
|
||||
1. `libmelee.Console` defaults `blocking_input=False`. Setting it true writes
|
||||
`Slippi/BlockingPipes` for its mainline backend.
|
||||
2. `Console.step()` flushes its registered controllers and then dispatches game/menu events
|
||||
until a frame boundary. It is not a method returning RGBA pixels or arbitrary game state.
|
||||
3. Slippi's `EXI_DeviceSlippi.cpp` sets `g_need_input_for_frame` on game setup, menu frames
|
||||
and frame bookends.
|
||||
4. `Pipes.cpp::UpdateInput` checks the blocking setting and flag, waiting for commands through
|
||||
`FLUSH`. Its Linux wait path uses `select`; the inspected Windows wait helper is not implemented.
|
||||
5. `ControllerInterface::UpdateInput` updates devices and only then clears the flag. The
|
||||
`FLUSH` handler explicitly avoids clearing it before the other devices have been read.
|
||||
|
||||
That is strong evidence for trying a Linux multi-port blocking backend. It is **not yet a
|
||||
measurement** that action batch `t` affects exactly our desired frame `t+1`, that menu/game
|
||||
boundaries behave identically, or that rendering/audio are coherent with the telemetry.
|
||||
|
||||
Keep at most **one batch outstanding**. The pipe implementation consumes buffered commands,
|
||||
and a backlog of frame batches must not collapse into a latest-state input. Create an isolated
|
||||
Dolphin user directory containing only the intended pipe devices: unused/abandoned devices
|
||||
can participate in updates and leave blocking input waiting on a controller nobody drives.
|
||||
|
||||
For two flies, stage both full controller states before calling the single owner's
|
||||
`Console.step()`. Do not give each agent a `Console` loop. Verify which input sample corresponds
|
||||
to returned pre/post-frame telemetry with distinguishable action pulses and deliberate delays
|
||||
on each port. “Both bots sent commands” is weaker than “both commands landed on one frame.”
|
||||
|
||||
### 3.2 What libmelee does not establish for us
|
||||
|
||||
- No framebuffer-returning or whole-session save/load interface was found in the inspected
|
||||
`Console` API. `DumpConfig` configures media dumping; a dump is not automatically a bounded,
|
||||
timestamped sensory-frame transport.
|
||||
- GameCube pad values are stateful. Unchanged buttons remain held; the backend must emit an
|
||||
explicit complete state or compute trustworthy deltas, including release/neutral values.
|
||||
- The library applies analog normalization (`fix_analog_stick`, `fix_analog_trigger`). Define
|
||||
our canonical ranges and apply conversion exactly once; test round trips at neutral,
|
||||
extremes, diagonals, dead zones and trigger-click thresholds.
|
||||
- Rollback skipping and internal controller flushes are present. Use local offline matches
|
||||
first; do not confuse filtered rollback frames with advancing brains through speculative time.
|
||||
- Initial game events can flush neutral input internally. Record startup as lifecycle scaffold;
|
||||
do not attribute that to a neural decision.
|
||||
- Spectator transport keepalive, pipe blocking and process liveness are separate. A healthy
|
||||
connection does not prove the match or renderer is advancing.
|
||||
|
||||
## 4. Audit of our current system: keep, extract, replace
|
||||
|
||||
Rust path aliases: `core/`, `gb/`, `sim/` mean the respective crates under
|
||||
`services/flysim/crates/` named `flybrain-core`, `flybrain-gb`, and `flysim`.
|
||||
|
||||
| Finding | Current evidence | Required change for Melee/multiple flies | Priority |
|
||||
| --- | --- | --- | --- |
|
||||
| Single world and brain bundled together | `sim/src/simloop.rs::Sim` owns one `NeuralAgent`, concrete `Emulator`, adapter and ratchet | Session owns one environment plus agent collection and explicit port map | Blocking |
|
||||
| Direct Game Boy calls in frame loop | `step_frame`, `to_button_mask`, `set_buttons(u8)`, `run_frame`, fixed framebuffer copy | Backend interface with full action batch, rational cadence, observations and media capabilities | Blocking |
|
||||
| Task trait carries Pokémon concepts | `gb/src/adapter.rs` includes `read8(u16)`, map/exit/objective hooks | Keep inspector and macros task-local; use generic reward/episode/progress outputs | Blocking |
|
||||
| Timing defaults embed Game Boy | `core/src/agent.rs`, `sim/src/config.rs` | Session clock derived from backend, per-agent neural remainders; preserve old arithmetic in legacy facade | Blocking |
|
||||
| Decoder tuned to walking through Pokémon maps | `packages/brain/src/readout/presets/gameboy.ts`: 800-ms directions, 85-ms A/B pulses with 480-ms cooldown | New fixed GameCube mapping; frame-scale controls, analog sticks/triggers, concurrent movement/action | Blocking |
|
||||
| Neural code is already independently useful | `core/src/lif.rs`, `agent.rs`, `plasticity.rs`; TS counterparts | Reuse exact kernel and private per-agent state; do not replace neural semantics to integrate a game | Keep |
|
||||
| Graph can be shared, pool cannot be concurrently dispatched | `Arc<BrainDataset>`, `SweepPlan`, `core/src/pool.rs` shared job slot | Immutable topology shared; distinct mutable state and controlled total scheduling budget | Blocking |
|
||||
| CUDA exists but not an automatic service optimization | `core/src/lif/cuda.rs`; no `enable_cuda` call found in `sim/src/simloop.rs` | Explicit backend selection, equivalence/restore tests, profile first; don't promise GPU brains from graphics availability | Measured option |
|
||||
| Snapshot header is a single Pokémon-shaped view | `sim/src/snapshot.rs`, `packages/feed/src/{types,codec}.ts` | Session descriptors, multiple agents/ports, task-specific progress, named attachments/media | Blocking for proper broadcast |
|
||||
| Stage assumes Game Boy geometry and one fly | `apps/stage/src/{App.tsx,feed/store.ts,feed/decode.ts,lib/geometry.ts}` | Per-session/agent store instances, dynamic view aspect/dimensions, multi-agent match layout | Blocking for proper broadcast |
|
||||
| Browser owns game audio | `apps/stage/src/audio/engine.ts`, 48-kHz feed, Pulse capture | Explicit audio producer and media-clock policy; do not play native Dolphin audio and forwarded PCM twice | Blocking |
|
||||
| Capture already offers NVENC | `infra/bin/flycast-launch` | Reuse encode/relay/recording; measure new compositor/readback cost and revise 60-fps settings | Keep with changes |
|
||||
| Encoder hardcodes H.264 level 4.1 | Both encoder functions in `flycast-launch` | 1080p60 needs a suitable level (normally 4.2 or automatic selection); changing only `FLY_FPS` is insufficient | Required for 1080p60 |
|
||||
| Existing checkpoint payload is single-agent/binary-specific | `sim/src/store.rs`, `gb/src/compatibility.rs` | Coherent all-agent/world checkpoint plus backend/parser/patch/controller identity | Blocking for exact resume |
|
||||
| Checkpoint writer queue is unbounded | `Sim::start_writer` uses `std::sync::mpsc::channel` | Bound/coalesce background work; larger emulator captures and several brain copies must not grow an unlimited queue | High |
|
||||
| Existing “saved” event precedes durable commit | `checkpoint_with_reply` emits after enqueue; writer updates durable metrics on success | Distinguish capture/enqueue/commit/failure events; public status must not report a queued Melee save as durable | High |
|
||||
| Recovery assumes a best progress ladder | `gb/src/{ratchet,recovery}.rs` | Match/episode reset policy; never rewind one player's world independently | Blocking |
|
||||
| Health is mostly loop heartbeat | `sim/src/simloop.rs::Shared`, `sim/src/lib.rs` | Distinguish waiting at input barrier, intentional pause, backend timeout and deadlock; keep host supervision responsive | High |
|
||||
| Deployment resource partitions reflect the old stack | `infra/units/flysim.service`, deploy cpuset construction | Budget Dolphin CPU/GPU plus N brains and media; measure and set new memory/process limits | Required before release |
|
||||
| Bridge targets one sim | `services/bridge/src/{sim,commands,redemptions}.ts` | Explicit stable agent targeting and intervention policy; no viewer control-port endpoint | Before interactive show |
|
||||
|
||||
Do not interpret dated CPU/GPU measurements in the repository as current free capacity.
|
||||
The records identify bandwidth contention and graphics-sharing constraints, but this audit
|
||||
does not inspect the host or establish that it can run two brains plus Dolphin in real time.
|
||||
|
||||
## 5. A framework architecture that survives a third game
|
||||
|
||||
### 5.1 Four runtime components, not one enormous adapter
|
||||
|
||||
```text
|
||||
Application / supervisory logic Presentation / recording
|
||||
\ /
|
||||
Flybus RPC + pub/sub
|
||||
/ | \
|
||||
Session coordinator Agent workers Backend helper
|
||||
clock / barrier brain / encoder Python + libmelee initially
|
||||
task + executors fixed readout owns Dolphin process/user dir
|
||||
episode policy native pipes, parser, media/state hooks
|
||||
\ | /
|
||||
owned artifact references
|
||||
|
|
||||
immutable local store
|
||||
|
||||
Presentation owns stage/compositor → capture → local relay → optional Twitch push.
|
||||
```
|
||||
|
||||
The helper is an **internal backend implementation**, not an audience-accessible controller
|
||||
service. The session remains the sole authority assigning actions to ports. Python never
|
||||
simulates the neurons or selects actions. Keep it if measurements say its overhead is small;
|
||||
replace its internals with Rust only when an actual bottleneck or maintenance
|
||||
requirement justifies it.
|
||||
Its Flybus binding uses the same protocol as every component. Dolphin-specific input pipes
|
||||
stay behind the environment adapter, not a second framework communications system.
|
||||
|
||||
An external emulator is a normal `Environment` implementation, not a special `if melee`
|
||||
branch sprinkled throughout the session. For Game Boy, the same interface has an in-process
|
||||
implementation. For an embodied world, it may be a native physics engine. Consumers do not
|
||||
need to know which one owns the world.
|
||||
|
||||
### 5.2 Framework contracts to extract
|
||||
|
||||
| Contract | Owns | Must not know |
|
||||
| --- | --- | --- |
|
||||
| `Brain` / numerical core | Tick semantics, state, spikes, rates, learning updates | Game, process, controller labels or viewer |
|
||||
| `SensorEncoder` | Declared observation→neural drive transform | Reward inspector state not declared as input |
|
||||
| `Readout` | Fixed rate/signal→control-channel mapping | Opponent strategy, game addresses or pathfinding |
|
||||
| `ActionExecutor` | Selected action + coherent game state + task progress + clock → controller state | Authority to invent a winning action when brain is silent |
|
||||
| `Environment` | Native clock, port schema, action commit, observations/media, snapshot capabilities | Neural roles, Twitch or task reward weights |
|
||||
| `Task` | Typed state interpretation, rewards, progress and episode outcomes | Direct neural mutation or direct controller writes |
|
||||
| `EpisodePolicy` | Start/end/reset/recovery semantics | Hidden per-player rewind in a shared world |
|
||||
| `Session` | Barrier, identity, agent isolation, routing, state capture and supervision | Melee memory offsets or Pokémon map IDs |
|
||||
| `Flybus` | RPC/pub-sub routing, bounded deliveries, artifact ownership and GC | Game timing, neural roles, presentation/stream semantics |
|
||||
| `Presentation` | Descriptor-driven layout, media/audio and task panels | Emulator stepping or access to controller pipes |
|
||||
|
||||
Use modules first, then crates/packages as second consumers appear. The existing monorepo
|
||||
and Rust workspace can stay in place during extraction. Keep static compiled registries
|
||||
initially; a stable dynamic-plugin ABI and public package registry are not prerequisites.
|
||||
|
||||
**Framework acceptance test:** adding a synthetic third environment/task requires a backend
|
||||
implementation, a task/profile and a composition manifest, not edits to the session loop,
|
||||
neural core, protocol enums or generic stage store. A game-specific presentation plugin is
|
||||
allowed. Wire extensions must be namespaced/schema-validated, not hardcoded into every panel.
|
||||
|
||||
### 5.3 Backend RPCs over the common bus
|
||||
|
||||
Use Flybus for these conceptual capabilities; do not implement another socket/message
|
||||
envelope. Exact method names/bodies are in the session-framework contracts. Pause/Resume
|
||||
are session lifecycle intents; an environment adapter holds its boundary between Advances.
|
||||
|
||||
```text
|
||||
Hello → backend build/content/patch identity, capabilities, cadence, ports, views
|
||||
Initialize(runConfig) → Ready(epoch, observationBoundary)
|
||||
Advance(epoch, expectedBoundary, completePortBatch)
|
||||
→ StepResult(epoch, newBoundary, appliedBatchId, observation, mediaRefs)
|
||||
Pause / Resume → explicit acknowledgment
|
||||
Capture(epoch, boundary) → capture token + state digest + snapshot bytes/reference
|
||||
Restore(captureToken) → new epoch + restored observation + success/failure
|
||||
Shutdown → acknowledgment or bounded forced process termination
|
||||
```
|
||||
|
||||
Only advertise `Capture/Restore` if implemented and tested. Otherwise expose an explicit
|
||||
`restart_episode` capability and visible aborted-match policy; never claim exact resume.
|
||||
Port batches use canonical buttons plus sticks in [-1,1] and triggers in [0,1], converted
|
||||
once by the backend. Descriptor/schema versions pin conversions and active ports.
|
||||
|
||||
Commands and pub/sub envelopes contain metadata and ArtifactRefs; native media/checkpoint
|
||||
bytes live in Flybus's managed immutable store. Include producing epoch/frame/sample identity
|
||||
and format in domain descriptors. DeliveryGuard keeps bytes alive beyond message drop if an
|
||||
encoder/renderer retains a handle. Cached RPC replies own handles for retry; last-owner GC
|
||||
reclaims data. Start file-backed; pooled shared-memory reuse is an optional later optimization.
|
||||
Router restart invalidates routes/handles and requires coherent session recovery.
|
||||
|
||||
One request in flight, explicit timeouts, bounded queues. After an uncertain `Advance`
|
||||
response, do **not** resend blindly: the world may already have advanced. Resolve batch ID/
|
||||
boundary through an idempotent reply cache or fail/recover the session. A pipe transport with
|
||||
no application acknowledgment needs validation against returned input telemetry, not a claim
|
||||
of atomicity it cannot prove.
|
||||
|
||||
Separate lifecycle I/O from the blocked advance operation so diagnostics/shutdown stay alive.
|
||||
Do not issue a save operation scheduled on Dolphin's CPU thread while that same thread is
|
||||
waiting forever for pipe input. Capture/pause needs a backend-owned quiescent point where
|
||||
both the simulation and pending input consumption have known state.
|
||||
|
||||
## 6. Multiple flies and the timing contract
|
||||
|
||||
### 6.1 One match, one world clock
|
||||
|
||||
Two flies in Melee normally means two controller ports in **one Dolphin instance**. Four
|
||||
flies means four ports, not four copies of Melee joined through netplay. Several independent
|
||||
matches are separate sessions/process trees, orchestrated by application code developed with
|
||||
its presentation. A tournament director is one example, not a mandatory framework service.
|
||||
|
||||
For each committed boundary:
|
||||
|
||||
1. Freeze each agent's allowed observation from the same world state.
|
||||
2. Advance every brain by the environment's elapsed emulated time using its private remainder.
|
||||
3. Decode independent actions; step any declared executors; assemble a complete port batch.
|
||||
4. Commit the batch once and let the backend advance to the next acknowledged boundary.
|
||||
5. Associate rendered sensory frames and telemetry with their actual producing boundary.
|
||||
6. Route task events/rewards exactly once; encode the next input and publish a snapshot.
|
||||
|
||||
Warm-up settles/calibrates brains with learning off while the environment is held at its
|
||||
initial boundary. The next observation must not be from a game that ran freely through the
|
||||
warm-up. Fixed offsets between brain and environment clocks are recorded.
|
||||
|
||||
Use the selected backend's rational emulated cadence, not `GAMEBOY_MS_PER_FRAME` or an
|
||||
unexamined exact 60. An approximately 60-Hz budget is about 16.7 ms, but logical game frame,
|
||||
video interrupt, input poll, rendered presentation and Slippi frame bookend are distinct
|
||||
events until the spike establishes their mapping. Session ticks are monotonic even when
|
||||
Melee's signed frame number resets, starts before zero, or changes across menu scenes.
|
||||
|
||||
### 6.2 Render latency and agent fairness
|
||||
|
||||
Dual-threaded graphics can present frame `n` after telemetry for `n` is available. Label the
|
||||
actual frame; do not attach “latest screenshot” to current state and assume equivalence.
|
||||
Start with one declared fixed observation latency shared by all agents, and measure it.
|
||||
If a pipeline deliberately adds one frame of latency, record that in the sensor profile.
|
||||
The full-resolution spectator view may be delayed separately, provided overlays use the
|
||||
matching presentation timestamps rather than future task data.
|
||||
|
||||
Also test a potential pipeline deadlock: the helper waits for a rendered image while Dolphin
|
||||
is waiting for the next controller flush needed to reach that presentation event. Fix the
|
||||
backend's rendezvous or select a declared previous-frame sensory latency; do not unblock it
|
||||
with an undisclosed neutral gameplay input. Game-state bookends alone do not prove the GPU
|
||||
has completed a matching frame.
|
||||
|
||||
Do not reduce brain integration from 1,000 to 500 ticks per emulated second to meet wall-clock
|
||||
deadlines. That changes the model. A declared action-repeat interval can reduce decisions,
|
||||
but normally still requires all neural ticks and correctly accumulated intermediate task
|
||||
events; it does not halve the principal neural cost. Rendering every second game frame is
|
||||
also a sensor change if the brain otherwise sees each frame, not merely a broadcast setting.
|
||||
|
||||
On slow compute, the default is to slow the entire local match and report real-time factor.
|
||||
Do not let one fly continue while the other misses turns. On a dead participant/backend,
|
||||
pause or abort the match visibly; neutral fallback play is not silently substituted.
|
||||
|
||||
### 6.3 No rollback netplay in the first release
|
||||
|
||||
Slippi supports online play, but we do not need it to connect two local flies. Online rollback
|
||||
would require rewinding **all** neural states, RNG, decoder/executor state, reward ledgers
|
||||
and admission decisions at the same speculative boundary as the game, then replaying inputs.
|
||||
Filtering repeated frames in libmelee is not that system. Keep offline local matches and
|
||||
assert monotonic committed observations per epoch; classify unexpected rollback as an error
|
||||
or explicit recovery transition rather than double-rewarding it.
|
||||
|
||||
## 7. Controller, sensory and learning design
|
||||
|
||||
### 7.1 A GameCube controller is not an eight-bit pad
|
||||
|
||||
Support independent main and C sticks, analog shoulders, digital trigger clicks, face
|
||||
buttons, start and D-pad. Movement and attack can overlap. Canonical neutral/release state
|
||||
must be complete, so a missing command cannot accidentally leave attack or shield held.
|
||||
|
||||
At about 60 Hz, the current 800-ms direction hold is roughly **48 game frames** and the
|
||||
85-ms pulse roughly five. Reusing these values would dominate the fly's behavior regardless
|
||||
of the dataset. Create a fixed Melee readout with explicit decisions in integer game frames,
|
||||
bounded analog mappings, dead zones, tie handling and pulse/hold policies. Start with a small
|
||||
declared set of stick magnitudes and directions if that makes validation easier; continuously
|
||||
valued mappings can follow as a separate profile.
|
||||
|
||||
Audit tap-jump, directional aerials/smash attacks, jump release, shields, simultaneous axes,
|
||||
and conflicting inputs. Don't add state-conditioned auto-aim, automatic edge recovery or
|
||||
combo execution under the label “controller mapping.” If later desired, publish those as
|
||||
separate macro/assistance profiles with their own identity and comparison baseline.
|
||||
|
||||
Start/system controls are lifecycle-sensitive. During an active match the profile may omit
|
||||
pause entirely; initial match setup and between-match reset are disclosed episode scaffolding.
|
||||
This is not permission for an API to press buttons. Specify whether setup uses an audited
|
||||
initial state, internal deterministic menu setup, or a reset hook, and mark those frames as
|
||||
non-neural setup with learning disabled. That expands the legacy “all presses” phrasing and
|
||||
requires a deliberate task-policy/documentation decision before shipping it.
|
||||
|
||||
### 7.2 What the fly sees
|
||||
|
||||
For the initial pixel profile, both flies receive the same shared game camera with fixed
|
||||
crop/aspect treatment, independent of spectator overlays. The legacy 160×144 input should
|
||||
not stretch a 4:3 scene silently. Compare an aspect-preserving downsample/letterbox transform
|
||||
with a separately versioned input-size profile; changing kernel retina dimensions currently
|
||||
affects the numeric configuration identity.
|
||||
|
||||
Current L1 projection samples luminance at 1,572 columns. Higher broadcast resolution does
|
||||
not produce more sensory neurons, color recognition, motion estimation or knowledge of which
|
||||
fighter the fly controls. Test whether each selected character remains visible across zoom
|
||||
and stage movement; record the sparse sensory representation rather than assuming a human-
|
||||
readable video is an adequate neural input.
|
||||
|
||||
Three distinct modes must not be conflated:
|
||||
|
||||
| Mode | Neural observation | Rendering implications |
|
||||
| --- | --- | --- |
|
||||
| Pixel baseline | Actual game image through fixed encoder | Needs real rendered frames even if no desktop GUI is shown |
|
||||
| Structured-state experiment | Explicitly encoded positions, velocities, stocks, etc. | Can potentially use Null/fast-forward, but it is a new privileged-input model |
|
||||
| Spectator-only rendering | Whatever the profile specifies; video for audience | May be independently compressed/delayed, never silently substituted for sensory input |
|
||||
|
||||
“Headless” can mean no GUI while still rendering; “Null graphics” generally means no useful
|
||||
pixel observation. The documented EXI fast-forward speed path cannot be advertised as the
|
||||
performance of our pixel-fed broadcast.
|
||||
|
||||
### 7.3 Reward and outcome attribution
|
||||
|
||||
Implement a `MeleeTask` with typed per-player observations, match state, a ledger and positive
|
||||
reward events. Its schema belongs to the task, not a generic `GameMode` enum. Start small:
|
||||
|
||||
- Terminal match outcome, once, based on validated results/termination reason.
|
||||
- Opponent damage and credited KOs only after verified ownership information is available.
|
||||
- No reward for mere button activation, for losing a stock, or for scripted setup.
|
||||
|
||||
Do not reward A for every increase in B's percent: self-damage, stage effects, reflected
|
||||
projectiles, teams and another sub-fighter can invalidate that inference. The decomp's source-
|
||||
player and KO tables guide inspection, but no runtime correctness is claimed until tested.
|
||||
Unknown attribution produces a logged observation without a guessed reward. Keep fractional
|
||||
damage until the rule deliberately quantizes; HUD damage and fighter damage may differ.
|
||||
|
||||
Deduplication keys include epoch/match, producing frame and event identity. Handle multihits,
|
||||
trades, simultaneous KOs, respawn percent reset, timeout, sudden death and disconnection as
|
||||
separate cases. If source telemetry cannot distinguish a required case, narrow the first
|
||||
ruleset or add a specific audited observation hook.
|
||||
|
||||
Learning remains private per fly and synthetic reward modulation remains distinct from PAM
|
||||
stimulation. Disable learning during kernel/controller/backend characterization; later compare
|
||||
learning-on with learning-off, repeat seeds and swap sides/characters. Retaining gains between
|
||||
rounds is a run policy. Competitive success is not guaranteed by increased model complexity.
|
||||
|
||||
## 8. Performance plan: measure the actual critical path
|
||||
|
||||
### 8.1 Budget equation
|
||||
|
||||
For a lockstep pixel-fed match, approximate the critical wall-time interval as:
|
||||
|
||||
```text
|
||||
T_step = T_brains + T_readout/task + T_bus_RPC
|
||||
+ T_emulation_to_observation + T_required_render_readback + T_boundary_overhead
|
||||
|
||||
T_brains ≈ sum(T_agent_i) [sequential evaluation]
|
||||
T_brains ≳ max(T_agent_i) + barrier cost [parallel with sufficient independent resources]
|
||||
```
|
||||
|
||||
The parallel estimate is a lower bound, not a promise: shared caches, memory bandwidth,
|
||||
GPU contention and scheduling can make every brain slower. Media publication/encoding and
|
||||
storage should be off the critical path, but their resource use and state capture still
|
||||
affect it. Do not obtain a “60 fps” claim solely from Dolphin's display counter while the
|
||||
brains advance fewer milliseconds or repeat stale observations.
|
||||
|
||||
Proposed capacity gate: warm full-stack **unthrottled** throughput at least 1.2× the selected
|
||||
game cadence for two flies, then a paced one-hour soak with no growing queues/lag and a
|
||||
24-hour local endurance run before release. In the paced run, distinguish intentional wait
|
||||
from compute time; report p50/p95/p99/max compute interval and deadline misses. The 1.2×
|
||||
margin is a proposed engineering target, not a measured capability of current hardware.
|
||||
|
||||
### 8.2 CPU/GPU strategy
|
||||
|
||||
1. **Keep the first two brains on CPU.** Establish Dolphin JIT/render/media cost separately.
|
||||
The repository's current service is CPU-composed even though a CUDA kernel exists.
|
||||
2. **Allocate a total physical-core budget.** Compare sequential agents with modest within-
|
||||
brain pools against agents running concurrently on disjoint core groups. Include Dolphin's
|
||||
CPU/JIT thread, graphics worker, helper, browser, encoder and storage in the budget. Do not
|
||||
launch four copies of the current per-brain pool size by default.
|
||||
3. **Use native-resolution hardware rendering first.** Compare OpenGL/Vulkan on the chosen
|
||||
build/platform; no blanket claim that one is faster. Measure render correctness and readback.
|
||||
JIT is the performance baseline; an interpreter is a diagnostic baseline, not the live plan.
|
||||
4. **Benchmark shader compilation and caches.** Report cold and warm starts separately. Choose
|
||||
supported shader modes from measurements; a cache that hides startup hitches is not a
|
||||
guarantee that a new stage/character will not compile something mid-match.
|
||||
5. **Use NVENC where available, with a measured fallback policy.** Its encode engine does not
|
||||
remove GPU rendering, memory allocation, color conversion or framebuffer-readback cost.
|
||||
Automatic fallback to x264 can consume the cores the brains/emulator need; expose the
|
||||
resulting degradation and test whether the declared session can still meet cadence.
|
||||
6. **Only then test CUDA brains.** The current backend retains RNG/plasticity observation/rate
|
||||
work on the host, uploads state inputs, and by default synchronizes membrane/refractory
|
||||
state back each batch. It also allocates device graph/state per backend instance. Measure
|
||||
two/four agents alongside Dolphin, browser graphics and NVENC; zero-copy shared graphs and
|
||||
a GPU-wide scheduler are possible later work, not present features.
|
||||
|
||||
For CUDA, preserve bit-exactness, gain-update ordering and checkpoint synchronization.
|
||||
Batching across a future game action boundary is not valid just because it improves kernel
|
||||
throughput. Keep the TypeScript oracle and existing version strings intact.
|
||||
|
||||
The existing VirtualGL/Xvfb result demonstrates one Chromium rendering path, not that
|
||||
Dolphin Vulkan/OpenGL works or is performant in the same container. Test the complete selected
|
||||
graphics path. Reusing GPU passthrough requires no assumption of exclusive VRAM availability.
|
||||
Resource availability must be measured in an approved, serialized deployment-host session.
|
||||
|
||||
### 8.3 Media bandwidth and copies
|
||||
|
||||
Uncompressed RGBA estimates, before copies/framing:
|
||||
|
||||
| Image/cadence | Bytes per second |
|
||||
| --- | ---: |
|
||||
| Existing 160×144 at 30 fps | 2.76 MB/s |
|
||||
| 640×480 at 30 fps | 36.86 MB/s |
|
||||
| 640×480 at 60 fps | 73.73 MB/s |
|
||||
| 1920×1080 at 60 fps | 497.66 MB/s |
|
||||
|
||||
640×480 is a planning example, not an asserted fixed Dolphin framebuffer size. The backend
|
||||
advertises actual dimensions/format/aspect. One shared camera is delivered once for the
|
||||
match; two flies can sample one immutable image without duplicating its transport. If their
|
||||
sensor transforms differ, encode separately against the same source frame.
|
||||
|
||||
Start with native frames as immutable artifacts: 480p is not an automatic reason for a codec
|
||||
or second transport. Flybus carries handles only; multiple readers map the same object. Measure
|
||||
renderer readback, optional seal copy and consumer reads separately from router overhead.
|
||||
Sensor downsampling remains a declared profile operation (optionally optimized near capture
|
||||
after measurement). Viewer scaling/composition/encoding belongs to presentation. Last-use
|
||||
handles, not receipt acknowledgments, govern GC; required sensory input cannot be coalesced.
|
||||
|
||||
### 8.4 Benchmark ladder and decision records
|
||||
|
||||
| Run | Configuration | Question / recorded output |
|
||||
| --- | --- | --- |
|
||||
| B0 | Synthetic two-port backend plus common Flybus, no neurons | Routed RPC latency, pub/sub fairness, step barrier, timeout and artifact-GC behavior |
|
||||
| B1 | Dolphin with fixed input traces, rendering/audio on, no brains | Cold/warm emulator cost, step timing, port alignment, render-to-state latency |
|
||||
| B2 | Same run + helper/media extraction | Incremental parsing, copying, downsampling and audio cost |
|
||||
| B3 | One FAFB brain | End-to-end reference and per-phase costs |
|
||||
| B4 | Two FAFB brains, sequential vs parallel schedules | CPU/cache/bandwidth limits, balanced observation and input timing |
|
||||
| B5 | B4 + actual stage, capture, relay, recording, checkpoints | Full critical path, A/V drift, encoder fallback and queue growth |
|
||||
| B6 | Four brains and four active ports | Capacity characterization only until this independently passes the same gates |
|
||||
| B7 | Matched MaleCNS and optional CUDA variants | Dataset and backend effects, measured independently before combined variants |
|
||||
|
||||
Record backend/content/patch/profile digests, physical-core allocation, exact graphics settings,
|
||||
sensor/broadcast resolutions, all clock rates, resident/peak memory, VRAM, thread usage,
|
||||
real-time factor, latency distributions, audio under/overruns and dropped frames by purpose.
|
||||
Store operator-specific machine details externally and publish only the portable methodology
|
||||
and non-identifying results. No measurements were performed by this document-writing task.
|
||||
|
||||
## 9. Broadcast architecture and audio ownership
|
||||
|
||||
### 9.1 Two viable routes
|
||||
|
||||
Both routes are **application/presentation implementations**, not additional framework buses.
|
||||
The environment emits native frame/audio artifacts through Flybus in either case.
|
||||
|
||||
**Route A — stage receives game media.** A presentation gateway subscribes to native artifacts,
|
||||
delivers them to the browser, and the stage composites game/overlays for capture. Start with
|
||||
native uncompressed artifacts internally. Browser-edge delivery can remain raw or use a codec
|
||||
after measurement; avoid encode→decode→encode unless its tradeoff is justified. The gateway
|
||||
holds artifacts through conversion/use and then releases them; browser backpressure cannot
|
||||
pin required sensory state without a bound. Overlay timestamps track displayed video.
|
||||
|
||||
**Route B — compositor combines native game output and stage overlay.** Dolphin supplies its
|
||||
rendered output to a compositor; the browser supplies a separate overlay surface. This can
|
||||
avoid moving full-resolution game pixels through JavaScript, but requires an explicit shared
|
||||
clock and a new capture composition. The fly's sensory image still needs a frame-identified
|
||||
path from the backend. Capturing a desktop window on a wall clock is insufficient to establish
|
||||
which image a brain used at a given game boundary.
|
||||
|
||||
**Recommendation:** prototype Route A for the two-player local slice; benchmark Route B in
|
||||
the media spike before committing to the long-run high-resolution pipeline. Preserve media
|
||||
as a capability behind the environment interface so the choice does not change brain/task code.
|
||||
The browser-facing v2 contract can reference media streams; it does not dictate the internal
|
||||
bus, native sensor format or artifact-store implementation.
|
||||
|
||||
### 9.2 Audio and clock policy
|
||||
|
||||
Today the page plays binjgb PCM and stream SFX into the Pulse sink. With Dolphin, select one
|
||||
of these explicitly:
|
||||
|
||||
- Dolphin PCM is captured/forwarded and played by the page, with native device output muted.
|
||||
- Dolphin renders audio to the capture sink directly, and the page contributes only SFX.
|
||||
|
||||
Do not run both. Declare sample format/rate, resampling location, timestamps, buffering and
|
||||
discontinuity handling. Pause/reset/restore must flush or relabel buffered old-episode audio.
|
||||
If wall time falls behind, measure pitch/time-stretch behavior; do not let “async resample”
|
||||
hide minutes of simulation lag. Game timestamps, not arbitrary browser receipt time, define
|
||||
the intended A/V relationship.
|
||||
|
||||
Keep 30-fps broadcast and approximately 60-Hz gameplay as independent settings. For 1080p60,
|
||||
the existing H.264 level 4.1 is too low for the normal macroblock-rate requirement; use a
|
||||
compatible level such as 4.2 or encoder-selected level and validate the actual stream. Also
|
||||
measure capture/compositor cadence, bitrate quality, encoder lookahead/latency, local recording
|
||||
and audio synchronization. `FLY_FPS=60` alone is not a completed performance upgrade.
|
||||
|
||||
### 9.3 Presentation changes
|
||||
|
||||
The generic stage needs descriptor-driven game aspect ratio, two/four agent cards, per-port
|
||||
button/stick indicators, per-agent learning/sugar state, shared match stocks/percent/results,
|
||||
and scoped events. Neither “badges” nor “highest ladder rung” describes a match.
|
||||
|
||||
Separate task data schema from layout. Keep one compositor clock and one selected world audio
|
||||
stream; keep neural maps and rate scalers private per agent/dataset identity. Defer expensive
|
||||
four-avatar/whole-connectome rendering until measured. All actual layout decisions require
|
||||
PNG mockups and existing legibility/browser checks. This text does not approve a screen.
|
||||
|
||||
## 10. Persistence and unattended operation
|
||||
|
||||
### 10.1 Savestates are a capability, not a libmelee assumption
|
||||
|
||||
Dolphin source provides buffer/file state operations, but `State.h` documents that operations
|
||||
called off its CPU thread may be scheduled rather than executed immediately. An external
|
||||
“save requested” is therefore not proof of a consistent capture at our agent boundary.
|
||||
Slippi's internal rollback save-state commands likewise do not constitute an audited public
|
||||
multi-agent checkpoint API.
|
||||
|
||||
The selected backend must supply acknowledgment of the frozen boundary, resulting state
|
||||
digest and completion. Save every brain, RNG, rate/calibration state, learning state, sensor/
|
||||
executor state, pending action identity, task ledger and environment together. Clock and
|
||||
media epochs change on restore; discard pre-restore spectator/parser buffers.
|
||||
|
||||
Re-create or explicitly reinitialize libmelee's parser caches and controller history after
|
||||
restore. An emulator savestate does not include an external helper's `_frame`, previous
|
||||
game state, normalization state or queued pipe data. Test how game-start metadata is supplied
|
||||
when loading into mid-match; some telemetry protocols may need reseeding or restarting.
|
||||
|
||||
When exact mid-match capture is unavailable, an initial prototype may visibly abort and
|
||||
restart a match while retaining a declared brain checkpoint. Mark `resume=episode-restart`
|
||||
in the descriptor. That is a deliberate narrower capability, not equivalent to crash resume.
|
||||
It is not ready for a release that promises uninterrupted exact match continuation.
|
||||
|
||||
### 10.2 Storage and health
|
||||
|
||||
Bound pending captures and coalesce replaceable hot checkpoints. A durable request either
|
||||
completes with a commit acknowledgment or fails explicitly; never drop it while reporting
|
||||
success. Match-end result records are append-only and independent of world rewind.
|
||||
|
||||
Keep backend/helper/brain health separate from “game frame did not advance.” An intentional
|
||||
pause or waiting barrier is not a crash; a dead helper must not keep the session green by
|
||||
merely refreshing an HTTP heartbeat. Export last completed boundary, in-flight request age,
|
||||
barrier participant status and renderer progress. A hard stall has a timeout and explicit
|
||||
match abort/recovery path, not repeated blind restarts of unrelated services.
|
||||
|
||||
Manage Dolphin under the session's lifecycle or an explicitly coordinated systemd unit. If
|
||||
Dolphin restarts, the session cannot keep sending frame `t+1` to a fresh match. Allocate unique
|
||||
user directories, pipe names, telemetry ports and state namespaces per independent session.
|
||||
Use deterministic configuration provisioning and checksums instead of reusing a developer's
|
||||
desktop Dolphin settings or permitting auto-updates.
|
||||
|
||||
The existing `flysim.service` memory ceiling and CPU partition were sized for a different
|
||||
process graph. Set new cgroup/resource limits from measured high-water marks; account for
|
||||
backend process, multiple brain copies and checkpoint transients. Release preflight checks
|
||||
the complete backend/game/patch/parser/profile identity. Rollback retains compatible state
|
||||
as well as the old executable.
|
||||
|
||||
## 11. Staged implementation and go/no-go gates
|
||||
|
||||
This specializes the existing backlog rather than replacing its foundation/session work.
|
||||
Melee-specific spikes can start before the full framework reorganization is finished.
|
||||
|
||||
| Item | Work and dependency | Evidence required before the next step |
|
||||
| --- | --- | --- |
|
||||
| **MELEE-01: backend selection spike** | Specializes EMULATOR-01. Pin mainline Slippi + maintained libmelee, content and Gecko codes; use isolated user config and two synthetic controllers | Boot/render/audio; block one then both ports; one batch/frame mapping; menu→match→results lifecycle; cleanup/restart. Choose this build or stock Dolphin + narrow hook based on results |
|
||||
| **MELEE-02: capture/restore spike** | Alongside MELEE-01; prove sensory-frame identity, media export and save/load acknowledgment independently | Fixed pixel↔telemetry latency, bounded media storage, correct input after restore, parser/cache recovery. Explicit decision: exact resume or prototype-only episode restart |
|
||||
| **MELEE-03: task observation audit** | Pin decomp; build field catalog, typed parser/inspector, lifecycle and synthetic event fixtures | Verified port/player/sub-fighter mapping; stocks/results; no guessed rewards; content/patch mismatches visibly disable unsupported semantic interpretation |
|
||||
| **FRAMEWORK-01: generic backend + session** | Existing FOUNDATION-01/02, BUS-01..03 and RUNTIME-01/02; all workers/application events use Flybus | Same legacy Game Boy traces; synthetic environment uses identical session API; artifact-backed requests/results and no Melee logic in router/core |
|
||||
| **FRAMEWORK-02: multi-agent and state** | Existing RUNTIME-03/STATE-01; integrate complete action batches, worker budget and chosen backend recovery capability | No cross-agent state leakage; one world step; changed evaluation order invariant; failed restore cannot partly install a match |
|
||||
| **MELEE-04: fixed readout and sensory profile** | MELEE-01/02 + framework boundary; TS specification then Rust implementation for any new decoder semantics | Neutral/release, analog conversion, tap/hold/direction combinations, aspect-preserved neural input and recorded latency; no hidden combo/aim policy |
|
||||
| **MELEE-05: first two-fly match** | MELEE-03/04 + FRAMEWORK-02; learning off, then audited positive rewards | Recorded action/observation timelines; paired side/seed trials; match terminal deduplication and visible reset/failure semantics |
|
||||
| **MEDIA-01: full local show** | Existing WIRE-01/PRESENTATION-01; compare Route A/B, define audio owner and 30/60-fps profiles | PNG review, fake multi-agent fixtures, measured copies/latency/A/V drift; sustained media pipeline under checkpoint and shader-load events |
|
||||
| **PERF-01: two-fly capacity gate** | Benchmark ladder B0–B5; optimize measured limiting phase | ≥1.2× warm unthrottled capacity target, one-hour paced soak and 24-hour local endurance; no queue/lag growth; documented CPU/GPU/memory envelope |
|
||||
| **MELEE-06: expand carefully** | Passing two-fly slice | Four ports/teams, broader characters/stages, MaleCNS and CUDA are separate experiments, each with new tests and its own capacity result |
|
||||
| **FRAMEWORK-03: finish packaging** | Existing PACKAGE-01 after useful second backend | Example third backend can be added without core/session/schema edits; isolated compositions package and preflight correctly |
|
||||
|
||||
**Stop conditions:** no dependable step/input barrier; no identifiable pixel source for a
|
||||
pixel-input claim; inability to attribute rewards under the claimed ruleset; unsupported
|
||||
restore marketed as exact resume; or sustained capacity below the declared cadence.
|
||||
Respond by changing the explicit supported scope, backend or resources—not by quietly skipping
|
||||
neural ticks, adding a gameplay bot, hiding game stalls or reporting guessed measurements.
|
||||
|
||||
### 11.1 Suggested first experiment script
|
||||
|
||||
The first implementation should be a local measurement harness, not the final stream:
|
||||
|
||||
1. Launch one pinned backend with known local content and two configured bot pads.
|
||||
2. Enter a fixed local match through the declared setup procedure; record episode boundary.
|
||||
3. Send distinct short left/right and A/jump pulse patterns on each port, including neutral
|
||||
frames; log intended batches and observed raw/processed controller values.
|
||||
4. Delay one port by a controlled wall-clock interval and verify no game boundary commits
|
||||
until the complete batch is available. Repeat with port order reversed and four ports.
|
||||
5. Capture a sequence of images/telemetry with frame identities; measure their association.
|
||||
6. Save/restore at a known barrier if supported, replay the same actions, and compare task/
|
||||
input traces; verify helper state and buffered media are reset coherently.
|
||||
7. Kill the helper/backend separately and verify bounded failure without accidental continued
|
||||
play or permanent hangs. Test paused-state health independently.
|
||||
8. Measure compute with no brains, one brain, two brains, then the full broadcast stack.
|
||||
|
||||
Synthetic controller traces are test machinery, not footage presented as neural play. Keep
|
||||
game content and environment-specific records outside source control; store portable metrics,
|
||||
synthetic schemas and independently authored tests in the repository.
|
||||
|
||||
### 11.2 Test matrix that catches Melee-specific failures
|
||||
|
||||
- **Input:** two/four ports, inactive slots, delayed/missing flush, stale buffered commands,
|
||||
full release, analog endpoints/deadzones, short taps, pressed versus held edges.
|
||||
- **Identity:** controller↔player mapping, swapped ports, sub-fighters, transformations,
|
||||
character/stage changes, wrong game revision, changed patch/parser normalization.
|
||||
- **Events:** multi-hit, trade, self-damage, projectile ownership, stock reset, simultaneous
|
||||
KO, timeout, sudden death, results re-entry, disconnect, restart after accepted reward.
|
||||
- **Clocks/media:** game-frame reset, renderer lag, stale artifact/store identity, last-use GC, dropped
|
||||
spectator frame versus required sensory frame, paused audio, mismatched overlay timestamps.
|
||||
- **Recovery:** all-agent atomic validation, one corrupt state chunk, backend import failure,
|
||||
helper parser not reinitialized, asynchronous save completion, hot-store coalescing and
|
||||
durable-write failure. Test new exact resume separately from legacy transient-reset behavior.
|
||||
- **Performance:** cold/warm shaders, high-activity matches, checkpoint capture bursts, CPU
|
||||
encoder fallback, browser reconnect, two/four neural agents and measured GPU contention.
|
||||
|
||||
All implementation merges retain repository-required TS tests/typecheck, Rust workspace
|
||||
tests and infra lint; UI changes add Playwright and PNG review. Game-backed jobs are explicit
|
||||
operator-provided tests. Normal CI uses synthetic observations/backends and existing goldens.
|
||||
|
||||
## 12. Decisions to carry into implementation
|
||||
|
||||
| Question | Recommended answer now | Still requires evidence/choice |
|
||||
| --- | --- | --- |
|
||||
| Which emulator? | Dolphin, first trying mainline-based Slippi + maintained libmelee | Exact build selected by synchronized-input/media/state spikes |
|
||||
| Use the decomp to run the game natively? | No; use it to audit task/state/controller semantics | Custom instrumentation only for specifically missing observations |
|
||||
| One emulator per fly? | No for one match; one per independent session | Four-port capability must be tested, not inferred from two ports |
|
||||
| Which brain? | Two existing FAFB agents for integration baseline | MaleCNS comparison after mappings/dynamics pass their independent gates |
|
||||
| CPU or GPU brain? | CPU baseline, share immutable graph | CUDA versus CPU benchmark under Dolphin + capture, not in isolation |
|
||||
| Inputs to the brain? | Pixels with explicit fixed transform | Structured state is a distinct optional research profile |
|
||||
| Start with macros? | Fixed controller mapping, no hidden aim/combo policy | Any later assist profile is separately disclosed and evaluated |
|
||||
| How fast? | Backend-native gameplay/input cadence, 30-fps initial show | Full-stack two-agent capacity; optional 60-fps broadcast and four flies |
|
||||
| How to resume? | Whole-session coherent state where supported | Episode-restart prototype if exact state interface is not yet available |
|
||||
| How generic? | Concrete environment/task/agent/session contracts and composition examples | Extract public packages only after second/third consumers prove the seam |
|
||||
|
||||
The first operator choices needed are the initial characters/stage/ruleset, desired show
|
||||
cadence, and whether a visibly restarted match is acceptable during the prototype. They do
|
||||
not block the synthetic framework work or source-level backend spike design.
|
||||
|
||||
## 13. Sources and audit scope
|
||||
|
||||
Local code evidence appears in section 4. Additional local files inspected include
|
||||
`core/src/lif/cuda.rs`, `sim/src/pacing.rs`, `sim/src/simloop.rs::start_writer`,
|
||||
`packages/brain/src/readout/presets/{gameboy,platformer}.ts`,
|
||||
`apps/stage/src/audio/engine.ts`, `infra/bin/flycast-launch`,
|
||||
`infra/units/flysim.service`, and the profiling/VirtualGL methods under `infra/docs/`.
|
||||
|
||||
External source snapshots inspected on 2026-09-18 (pin actual dependencies again at spike start):
|
||||
|
||||
| Repository/ref | Observed revision | Files used |
|
||||
| --- | --- | --- |
|
||||
| [doldecomp/melee](https://github.com/doldecomp/melee/tree/b9ec8a2eb48520753b2f8159ccc94d033fbf60ea) `master` | `b9ec8a2eb48520753b2f8159ccc94d033fbf60ea` | `.github/README.md`, `docs/symbols.md`, config, player/fighter/match headers and player implementation |
|
||||
| [vladfi1/libmelee](https://github.com/vladfi1/libmelee/tree/bce21f09984b286e6d36bfd2939e4cd4691f94c2) `master` | `bce21f09984b286e6d36bfd2939e4cd4691f94c2` | README, `melee/console.py`, `melee/controller.py`, license metadata |
|
||||
| [project-slippi/dolphin](https://github.com/project-slippi/dolphin/tree/41a7a3a110ed52999486ae1901c8fbb9a63d4f13) `slippi` | `41a7a3a110ed52999486ae1901c8fbb9a63d4f13` | Pipe backend, controller update loop, Slippi EXI events, `Core/State.h` |
|
||||
| [dolphin-emu/dolphin](https://github.com/dolphin-emu/dolphin/tree/ee018d00e60b9eb727489908a8daec5c537f44a8) `master` | `ee018d00e60b9eb727489908a8daec5c537f44a8` | `Source/Core/Core/Core.h`, state/core module inventory |
|
||||
| [Felk/dolphin](https://github.com/Felk/dolphin/tree/46b7eacd5c810c2d21ec5fe51ea1a9c61a7ceb3d) historical `scripting` branch | `46b7eacd5c810c2d21ec5fe51ea1a9c61a7ceb3d` | Scripting README, `python-stubs/dolphin/{event,savestate}.pyi` |
|
||||
| [altf4/libmelee](https://github.com/altf4/libmelee/tree/1da979657122facd0750ea99cf6858255e198326) `main` | `1da979657122facd0750ea99cf6858255e198326` | Archive notice directing users to maintained fork |
|
||||
|
||||
Dolphin files inspected carry GPL-2.0-or-later headers; libmelee repository metadata reports
|
||||
LGPL-3.0. Pin and retain actual dependency licenses/notices when packaging. A separate process
|
||||
is an architectural boundary, not an assertion that distribution obligations disappear.
|
||||
|
||||
Source inspection supports the integration hypotheses and concrete constraints above. It
|
||||
does not establish Dolphin throughput on the deployment hardware, verify any game-memory
|
||||
field live, demonstrate a new neural behavior, or prove exact multi-port/frame/save semantics.
|
||||
Those are the measured deliverables of MELEE-01/02 and the performance ladder.
|
||||
122
docs/design/session-framework/README.md
Normal file
122
docs/design/session-framework/README.md
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
# Application and session framework: architecture and contracts
|
||||
|
||||
Status: **implementation specification, draft 2**, 2026-09-18. This is a guide for future
|
||||
agents; none of the new runtime is implemented yet. Baseline code is `83090a9` on
|
||||
`docs/improvement-suggestions`. MUST/SHOULD requirements apply to the proposed new path, not
|
||||
retroactively to existing [public feed](../../feed-protocol.md),
|
||||
[control API](../../control-api.md), or legacy numerical/checkpoint behavior.
|
||||
|
||||
## Decisions from the architecture discussion
|
||||
|
||||
1. **Applications orchestrate components and develop their presentation alongside them.**
|
||||
“Director” is application code, not a mandatory framework service. A tournament is an
|
||||
example application, not the system's organizing data model.
|
||||
2. **One lightweight Rust bus supports RPC and pub/sub everywhere internally.** Flybus replaces
|
||||
separate direct worker transports and an application broker. No NATS dependency.
|
||||
3. **Messages stay small; large artifacts live in managed storage.** Delivery guards and
|
||||
explicit cache/retention owners keep data alive until its last actual use, then GC reclaims it.
|
||||
4. **The router moves messages and tracks generic ownership.** It never schedules game frames,
|
||||
understands macro actions, composites video or operates a stream.
|
||||
5. **Sessions synchronize worlds; agent workers compute in parallel.** One logical clock is
|
||||
not one execution thread. The coordinator alone commits complete world-control batches.
|
||||
6. **Game-aware executors receive current game state and task progress.** Rich inspection data
|
||||
does not become undeclared neural input.
|
||||
7. **Native observations are framework outputs.** Resizing, overlays, browser delivery, audio
|
||||
mixing, encoding, narration and streaming belong to the application/presentation layer.
|
||||
|
||||
## Read in this order
|
||||
|
||||
1. [Flybus v1](bus-v1.md) — authoritative wire/routing/RPC/pub-sub/artifact lifecycle contract.
|
||||
2. [Session RPCs](ipc-v1.md) — domain payloads, worker capability negotiation and safe retries.
|
||||
3. [Step protocol](step-v1.md) — session state machine, ordering and clocks.
|
||||
4. [Worker/task interfaces](workers-v1.md) — exact method bodies and game-aware executor boundary.
|
||||
5. [Session media/state](state-media-v1.md) — observation timing and coherent recovery.
|
||||
6. [Application/presentation boundary](publishing-v1.md) — snapshots, flexible data and effects.
|
||||
7. [Implementation guide](implementation.md) — sequenced build tasks and acceptance tests.
|
||||
|
||||
For context: [modular-session analysis](../malecns-modular-sessions.md) and
|
||||
[Melee audit](../melee-framework-audit.md). Each contract owns its named subject; step ordering
|
||||
wins over an informal diagram, and Flybus owns transport/resource rules. Resolve contradictions
|
||||
before implementation. The [existing HTML report](report.html) is an overview, not a contract.
|
||||
|
||||
## 1. Composition and processes
|
||||
|
||||
```text
|
||||
Application / supervisor Application presentation
|
||||
run policies, identity, history UI, media composition, audience, stream
|
||||
\ /
|
||||
Flybus: RPC + pub/sub
|
||||
/ | \
|
||||
Session Agent workers Environment worker
|
||||
coordinator brain + encoder emulator/world + native observations
|
||||
task/executors + fixed readout
|
||||
|
|
||||
artifact store (same bus API)
|
||||
```
|
||||
|
||||
This diagram is connectivity, not execution order. The step contract defines causal order.
|
||||
One router can host several independent sessions and application consumers; a deployment may
|
||||
choose one router per application for fault isolation. A router crash affects all its clients,
|
||||
so choose that boundary deliberately. In-process mode still exercises routing and ownership.
|
||||
|
||||
Defaults: coordinator per session, worker per fly, environment worker per world. Task and
|
||||
per-agent executors begin as coordinator-local libraries. An environment helper may own a
|
||||
separate emulator child process and adapt its native protocol. There is no second framework
|
||||
socket/lease API between those logical components.
|
||||
|
||||
Multiple players in one game share one environment/barrier. Independent games use independent
|
||||
sessions. Linked emulators require a composite backend with link-appropriate timing.
|
||||
|
||||
## 2. Ownership and authority
|
||||
|
||||
| Owner | State and responsibility |
|
||||
| --- | --- |
|
||||
| Application | Composition, persistent personas/brain lineage, lifecycle policies, supported interventions, application schema/history |
|
||||
| Session | Clock/epoch, port assignments, admission, task ledger, executor state, barriers and coherent recovery |
|
||||
| Agent | Private membrane, RNG, rates, learning, sensory encoding, decoder and tick remainder |
|
||||
| Environment | World, actual controller application, backend parser, native media and state capabilities |
|
||||
| Flybus | Opaque endpoint/topic routing, delivery/call correlation, bounded queues, artifact-owner graph and GC |
|
||||
| Storage client | Durable event/checkpoint writes and replay APIs; owns artifact handles during writes |
|
||||
| Presentation | Application UI, display focus, clocks/buffers, media processing, audio/stream output and narrative cues |
|
||||
|
||||
Immutable graph data can be shared; neural mutable state cannot. Do not concurrently dispatch
|
||||
the existing single-job WorkerPool through cloned handles from different brains.
|
||||
|
||||
Applications use declared session capabilities, not arbitrary emulator writes. Bus registration
|
||||
and method privileges preserve a single controller authority for a session. Browser/audience
|
||||
clients do not gain controller access by knowing a service name. Existing public rules remain.
|
||||
|
||||
## 3. Domain independence
|
||||
|
||||
The kernel knows no task or bus. The environment knows no neuron populations. A task interprets
|
||||
game state and requests outcomes/recovery; its executor translates a selected decision using
|
||||
read-only current game/progress context. The coordinator orders and applies these results.
|
||||
The bus handles no such semantics. Presentation combines framework observations with an
|
||||
application-owned schema and can change without changing simulation behavior.
|
||||
|
||||
Persistent AssetRefs identify installed release content. Transient Flybus ArtifactRefs identify
|
||||
live bytes with ownership. Domain epoch/step identity and bus route/store incarnation are
|
||||
different: the first protects simulation order, the second protects delivery/resource validity.
|
||||
Never substitute game-frame number, persona identity or array position for either.
|
||||
|
||||
## 4. Initial scope and compatibility
|
||||
|
||||
First build a generic bus example (RPC + pub/sub + artifact retained beyond message lifetime),
|
||||
then a synthetic two-agent session using it. One local machine, Unix sockets/in-memory parity,
|
||||
immutable file-backed artifacts, fixed cadence, 1-ms LIF, direct control and exact-checkpoint
|
||||
synthetic backend are sufficient. Dolphin, MaleCNS and richer effects are later integrations.
|
||||
|
||||
Deferred: cross-machine artifact access, durable broker queues, wildcard/queue-group routing,
|
||||
dynamic native plugins, hot-join, speculative netplay rollback and pooled GPU buffers.
|
||||
|
||||
Keep legacy-gameboy-v1 distinct from lockstep-v1. Preserve TypeScript as oracle, existing default
|
||||
versions, historical arithmetic/fingerprints and FLYSIM01 reader. New identities include sensor,
|
||||
readout/executor/task/scheduler semantics. New public feed v2 is an application/presentation
|
||||
gateway contract built on the same internal bus; it does not replace the bus or expose it raw.
|
||||
|
||||
## 5. Reuse criterion
|
||||
|
||||
Adding a third environment/application requires a backend, task/profile, composition and
|
||||
application presentation. It must not require game-specific edits to the coordinator, router,
|
||||
artifact manager, kernel, generic stores or transport. Schematized task extensions are valid;
|
||||
an unchecked data blob or universal tournament schema is not a substitute for interfaces.
|
||||
486
docs/design/session-framework/bus-v1.md
Normal file
486
docs/design/session-framework/bus-v1.md
Normal file
|
|
@ -0,0 +1,486 @@
|
|||
# Flybus v1: a small Rust RPC and pub/sub bus
|
||||
|
||||
Status: **draft 1**, 2026-09-18. Selected architecture for the new framework, not implemented
|
||||
runtime code. This document supersedes the earlier proposal for direct worker sockets plus
|
||||
a separate application bus and coordinator-owned buffer release protocol.
|
||||
|
||||
**One library, one router, one wire protocol. Small messages carry metadata and artifact
|
||||
handles; large immutable bytes live in a managed local store. Ownership follows deliveries
|
||||
and explicit retention.** The router moves messages and tracks generic resource ownership.
|
||||
Applications own orchestration, presentation, effects and streaming. Sessions own simulation
|
||||
ordering. The bus knows nothing about brains, game frames, matches or Twitch.
|
||||
|
||||
## 1. Scope and implementation shape
|
||||
|
||||
Start with a Rust/Tokio library, an embeddable router and an optional small router executable.
|
||||
The same client API supports an in-memory test transport and Unix-domain stream sockets.
|
||||
All participants use router semantics even when colocated; there is no separate fast-path
|
||||
RPC protocol to maintain. Python helpers may implement a thin binding to the same schema;
|
||||
browser integration belongs to the application's presentation gateway.
|
||||
|
||||
```text
|
||||
Application / supervisor ─┐
|
||||
Session coordinator ──────┤ managed artifact store
|
||||
Agent workers ────────────┼── Flybus router ── immutable bytes
|
||||
Environment backend ──────┤ handles in messages
|
||||
Presentation / recording ─┤
|
||||
Audience adapter ─────────┘
|
||||
```
|
||||
|
||||
V1 supports one trusted local deployment with a shared local store. It does not require NATS,
|
||||
a service mesh, durable broker queues, cross-machine artifact transfer, load-balanced stateful
|
||||
workers, global transactions, dynamic plugins or a video codec. A private backend adapter may
|
||||
still speak an emulator's native pipes/protocol internally; that is not a second framework bus.
|
||||
|
||||
Suggested crate: `flybus`, with `wire`, `router`, `client`, `artifact`, and `transport` modules.
|
||||
Split crates only when useful. Keep session/game types out of this library. Use Tokio, serde
|
||||
and a checked framing layer; persistent histories/checkpoints stay in application/session storage.
|
||||
|
||||
## 2. Client API
|
||||
|
||||
Illustrative Rust surface (not yet implemented):
|
||||
|
||||
```rust
|
||||
let bus = Client::connect(config).await?;
|
||||
let service = bus.register("agent.fly-a", service_config).await?;
|
||||
let reply = bus.call(target, "Agent.Prepare", payload, attachments, budget).await?;
|
||||
let subscription = bus.subscribe("session.demo.snapshots", subscription_config).await?;
|
||||
bus.publish("session.demo.snapshots", payload, attachments).await?;
|
||||
|
||||
let mut writer = bus.artifacts().allocate(size, content_type).await?;
|
||||
writer.write_all(&pixels)?;
|
||||
let frame = writer.seal().await?; // consumes writer; immutable Artifact handle
|
||||
bus.publish("world.demo.frame", metadata, [("frame", frame.clone())]).await?;
|
||||
|
||||
let message = subscription.next().await?;
|
||||
let image = message.artifact("frame")?;
|
||||
drop(message); // image still owns the delivery guard
|
||||
render(image).await?; // last handle drop releases ownership
|
||||
```
|
||||
|
||||
RPC, pub/sub and artifacts all use this client/connection. The artifact store is a data
|
||||
structure/storage backend of the bus, not another messaging service. Bulk data does not
|
||||
pass through the router's socket payloads or require a separate application data-transfer API.
|
||||
|
||||
`Artifact` is a read-only, cloneable handle. `ArtifactWriter` is unique and not cloneable;
|
||||
sealing consumes its writable lifetime. Mapped slices cannot outlive their handle. Rust RAII
|
||||
automates releases; other language bindings provide equivalent explicit close/context-manager
|
||||
behavior. Garbage collection means reclaiming an unowned artifact, not inspecting game state.
|
||||
|
||||
## 3. Addressing and identities
|
||||
|
||||
| Type | Meaning |
|
||||
| --- | --- |
|
||||
| `routerId` | Fresh router/store incarnation; changes after restart |
|
||||
| `clientId`, `clientIncarnation` | Configured participant identity and SDK client lifetime; reconnect creates a new incarnation |
|
||||
| `connectionId` | Fresh connection; v1 does not resume its queues or delivery owners |
|
||||
| `service`, `serviceIncarnation` | Named endpoint and opaque router-issued registration identity |
|
||||
| `callId` | Unique RPC correlation ID for this client incarnation; not a domain operation ID |
|
||||
| `topic`, `topicIncarnation`, `topicSequence` | Exact topic, declaration lifetime and acceptance order within it |
|
||||
| `deliveryId` | One recipient's message delivery and artifact ownership root |
|
||||
| `artifactId`, `generation` | Immutable byte object identity within a store incarnation |
|
||||
| `ownerId` | A connection-owned delivery or explicit artifact hold |
|
||||
|
||||
Identifiers are bounded ASCII strings; scalar Id and U64 encodings match the common types
|
||||
in [session RPC contracts](ipc-v1.md). Service/topic names use 1..192 characters from
|
||||
`[a-z0-9._-]`, with no empty dot-separated segment. Exact names only in v1; wildcard routing
|
||||
and queue groups are deferred. The router treats names as opaque addresses.
|
||||
|
||||
One live registration owns a service name. Duplicate registration fails; there is no implicit
|
||||
round-robin balancing or replacement of a stateful agent. Registration returns the incarnation.
|
||||
Callers pin it after discovery. If it changes, calls fail with `TARGET_CHANGED` rather than
|
||||
silently reaching another brain/environment. `Worker.Hello` remains a domain capability RPC,
|
||||
distinct from transport connection negotiation.
|
||||
|
||||
Service/topic access is configured per participant by the launcher/application. Presentation
|
||||
subscribes to observations; it does not receive authority to invoke environment Advance.
|
||||
Audience effects go through application/session admission. Naming a target is not authority
|
||||
to control it. Public feed/control interfaces remain separate compatibility boundaries.
|
||||
|
||||
## 4. Wire envelope and framing
|
||||
|
||||
One connection handles both directions and every operation:
|
||||
|
||||
```text
|
||||
u32 little-endian JSON byte length | UTF-8 JSON object
|
||||
```
|
||||
|
||||
```ts
|
||||
interface BusEnvelope {
|
||||
protocol: "flybus"; major: 1; minor: 0;
|
||||
id: Id; replyTo: Id | null;
|
||||
kind: "command" | "reply" | "delivery" | "notice";
|
||||
op: string;
|
||||
body: object;
|
||||
attachments: Attachment[];
|
||||
}
|
||||
interface ArtifactRef {
|
||||
storeId: Id; artifactId: Id; generation: U64;
|
||||
byteLength: U64; contentType: string;
|
||||
digest: Digest | null;
|
||||
}
|
||||
interface Attachment {
|
||||
name: Id; ref: ArtifactRef; ownerId: Id;
|
||||
}
|
||||
```
|
||||
|
||||
Maximum total JSON envelope is **65,536 bytes**. Up to 32 attachments, with unique names;
|
||||
contentType is a nonempty ASCII string <=127 bytes. No pixel/base64/checkpoint bytes in JSON.
|
||||
Artifact sizes are independent of envelope size. Domain schemas referencing artifacts MUST
|
||||
enumerate every referenced artifact in attachments; generated client bindings enforce this.
|
||||
The router validates attachment declarations/ownership, not the contents of domain payloads.
|
||||
|
||||
Commands have unique monotonically issued `id` serials per connection (canonical `msg-<U64>`).
|
||||
Replies correlate with `replyTo`; routing notices/deliveries have router-generated IDs.
|
||||
The router supplies authenticated sender/target metadata on deliveries; senders cannot forge
|
||||
it by putting another participant's name in body. Domain `requestId` and callId remain distinct.
|
||||
|
||||
Reject duplicate JSON keys, invalid UTF-8, NaN/Infinity, unknown envelope fields, zero/oversize
|
||||
frames and invalid ranges. Read length before allocating. Handle partial reads/writes and
|
||||
serialize one writer per connection. There are no ancillary-FD tricks in the first file-backed
|
||||
implementation. A future memory backend must retain the same client/ownership API.
|
||||
|
||||
### Connection negotiation
|
||||
|
||||
First command `bus.hello` has body `{clientId, clientIncarnation, supportedMajors}` and no
|
||||
attachments. Its reply reports `{routerId, connectionId, selectedMajor, selectedMinor,
|
||||
contractDigest, limits}`. The launcher provides expected client/registration privileges and
|
||||
local endpoint/store configuration. Refuse incompatible majors or identity mismatch before
|
||||
registration. Changes to these draft schemas change contractDigest; incompatible released
|
||||
schemas require a major version bump.
|
||||
|
||||
The connection reader must dispatch incoming replies and requests without blocking on user
|
||||
handlers. Blocking neural computation runs on dedicated workers; artifact I/O/hashing runs
|
||||
outside the router's routing critical section. No mutable routing-state lock across slow I/O.
|
||||
|
||||
Example RPC command (the counter service is a generic test, not a built-in router feature):
|
||||
|
||||
```json
|
||||
{
|
||||
"protocol": "flybus", "major": 1, "minor": 0,
|
||||
"id": "msg-7", "replyTo": null, "kind": "command", "op": "rpc.call",
|
||||
"body": {
|
||||
"callId": "call-2", "target": "example.counter", "expectedIncarnation": "service-a",
|
||||
"method": "Counter.Increment", "payload": { "amount": 1 }
|
||||
},
|
||||
"attachments": []
|
||||
}
|
||||
```
|
||||
|
||||
An image-bearing publish has the same envelope shape. Its payload contains dimensions/time
|
||||
and an application-defined attachment binding; its attachment entry contains ArtifactRef and
|
||||
ownerId. byteLength may be `"1228800"`, while the entire message remains a small JSON object.
|
||||
|
||||
## 5. Operation registry
|
||||
|
||||
All operations use the envelope above. Replies are `{ok:true, value:object}` or
|
||||
`{ok:false, error:{code, message, dispatch}}`, where dispatch is `not-dispatched`, `dispatched`
|
||||
or `unknown`. Message length includes this wrapper. Transport error != domain error.
|
||||
|
||||
| Command | Body / reply value | Semantics |
|
||||
| --- | --- | --- |
|
||||
| `service.register` | `{name, maxQueued, maxInFlight}` → `{serviceIncarnation}` | Exclusive endpoint, bounded capacities |
|
||||
| `service.unregister` | `{name, serviceIncarnation}` → `{removed}` | Stop new calls; queued calls fail; dispatched results follow §6 |
|
||||
| `rpc.call` | `{callId, target, expectedIncarnation:null|Id, method, payload}` → `{accepted, serviceIncarnation}` | Admission acknowledgment only, eventual rpc.result follows |
|
||||
| `rpc.reply` | `{callId, requestDeliveryId, outcome}` → `{routed}` | Reply only by the registered recipient; outcome is domain success/error |
|
||||
| `rpc.cancel` | `{callId}` → `{state}` | Best effort; only canceled-before-dispatch establishes no invocation |
|
||||
| `topic.declare` | `{name, retained:"none"|"latest"}` → `{declared, topicIncarnation}` | Compatible redeclaration allowed; conflicting settings fail |
|
||||
| `topic.clear` | `{name}` → `{cleared}` | Release retained topic root; does not invalidate deliveries |
|
||||
| `topic.delete` | `{name}` → `{deleted}` | Only when no subscribers; releases retained state |
|
||||
| `subscribe` | `{topic, mode:"latest"|"bounded", maxQueued, maxInFlight, replayLatest}` → `{subscriptionId, topicIncarnation}` | Exact topic; no durable history |
|
||||
| `unsubscribe` | `{subscriptionId}` → `{removed}` | Discard queued messages; already delivered handles remain valid |
|
||||
| `publish` | `{topic, payload}` → `{topicSequence, subscribers, replaced}` | Atomic publication admission/fan-out, not consumption |
|
||||
| `delivery.consumed` | `{deliveryIds:Id[]}` → `{released}` | Idempotent; processing and all local artifact uses have finished |
|
||||
| `artifact.allocate` | `{byteLength, contentType}` → `{artifactId, generation, ownerId, writeLocation}` | Reserve quota and private writable staging storage |
|
||||
| `artifact.seal` | `{artifactId, generation, ownerId, digest:null|Digest}` → `{ref, ownerId}` | Finish immutable publication; writeLocation no longer valid |
|
||||
| `artifact.open` | `{ref, ownerId}` → `{readLocation}` | Resolve an owned sealed object for read-only mapping, never return its bytes |
|
||||
| `artifact.retain` | `{ref, ownerId}` → `{ownerId}` | Create independent explicit hold while source ownership still exists |
|
||||
| `artifact.release` | `{ownerIds:Id[]}` → `{released}` | Drop explicit holds/staging writers; not another client's owners |
|
||||
|
||||
Names/arrays/ranges follow §3/4/9. Release batches contain 1..64 IDs. No attachments are
|
||||
allowed on management commands except rpc.call/rpc.reply/publish. `outcome` is a bounded
|
||||
domain object; an incoming RPC result has its own attachments and delivery ownership.
|
||||
|
||||
`accepted`, `routed`, `removed`, `declared`, `cleared`, `deleted`, `replayLatest` are booleans;
|
||||
`subscribers`, `replaced`, `released` are U64 counts. Released counts count newly released
|
||||
roots, so an idempotent repeat may report zero. Queue/credit requests are integers 1..65535
|
||||
and cannot exceed configured limits. Method strings are 1..128 printable ASCII characters.
|
||||
call target is a service name; expectedIncarnation is its registration ID, not worker process ID.
|
||||
Location grants are `{storeId, relativePath}` resolved by the client beneath the configured
|
||||
local store root; absolute paths, parent traversal and symlink escapes are rejected. They
|
||||
are SDK-private and do not appear in the application's ArtifactRef. Runtime paths are not
|
||||
committed into application schemas or source configuration.
|
||||
|
||||
Deliveries:
|
||||
|
||||
- `rpc.request`: `{deliveryId, callId, caller, target, serviceIncarnation, method, payload}`.
|
||||
- `rpc.result`: `{deliveryId, callId, responder, serviceIncarnation, outcome}`.
|
||||
- `topic.message`: `{deliveryId, subscriptionId, topic, topicIncarnation, topicSequence, replaced, payload}`.
|
||||
|
||||
`caller`/`responder` include clientId and clientIncarnation. Delivery attachment ownerIds are
|
||||
replaced by the recipient's deliveryId; source owner tokens are never delegated verbatim.
|
||||
`topicSequence` and counters are U64 strings. The router assigns these IDs; the SDK exposes
|
||||
typed payloads plus Artifact handles. Required bounded notices are route removal, subscription
|
||||
closure and call failure. If even notice capacity is exhausted, close the connection instead
|
||||
of silently losing control-plane correctness; disconnect is itself a typed client failure.
|
||||
|
||||
## 6. RPC behavior
|
||||
|
||||
callId uses `call-<U64>` with increasing serials per connected client. Keep an admission
|
||||
watermark plus active-call entries; reused/retired call IDs are rejected, never executed again.
|
||||
Reconnecting creates a new clientIncarnation/connection rather than reviving its old calls.
|
||||
An RPC targets one registered service, not a broadcast subject. Preserve first-dispatch FIFO
|
||||
per caller/service; responses may complete out of order and correlate by callId. Service
|
||||
dispatchers can answer status concurrently with a long mutation, subject to their domain
|
||||
state rules. The router does not implement frame barriers or numerical ordering.
|
||||
|
||||
Admission validates route, pinned incarnation, size, quotas and every source artifact owner.
|
||||
It establishes request-delivery roots atomically before accepting. Rejection establishes no
|
||||
delivery and drops any provisional roots. An accepted call is not proof that its handler ran.
|
||||
Before any request bytes can reach the target, mark it dispatched; subsequent transport loss
|
||||
is conservatively an unknown execution outcome.
|
||||
|
||||
The service publishes a reply with its own owned artifact handles. The router establishes
|
||||
caller-result ownership before accepting that reply. It keeps only bounded call correlation
|
||||
metadata until result delivery is consumed or the caller detaches/disconnects. It is not an
|
||||
indefinite RPC result cache. A second rpc.reply for the same call is rejected, not routed twice.
|
||||
Responding does not release the request's delivery guard; the handler does so when finished.
|
||||
|
||||
**No automatic retry or failover.** A deadline belongs to the calling client. On timeout the
|
||||
client may send rpc.cancel, but cancellation after dispatch cannot undo work. Domain retries
|
||||
use a fresh bus callId containing the **same domain requestId/body**, pinned to the same
|
||||
service incarnation. Endpoint-level deduplication supplies safe replay; the router does not
|
||||
infer it from method names. Never route a retry automatically to a restarted worker.
|
||||
|
||||
Queued cancellation releases its queued artifact roots and returns `cancelled-before-dispatch`.
|
||||
After dispatch return `execution-unknown`; keep the recipient's delivery alive until consumed
|
||||
or disconnected. A later reply to a detached call returns `routed:false`, with no caller-result
|
||||
roots. The service still owns any retained result; domain state may have changed.
|
||||
If a terminal result is already admitted, cancellation reports `completed`; the client drains
|
||||
and consumes any result it no longer exposes to its caller. A retired/unknown correlation
|
||||
reports `call-gone`. These four strings are the complete rpc.cancel state enum. None authorizes
|
||||
re-execution, and cancelling a future does not abandon incoming delivery ownership.
|
||||
|
||||
To replay an artifact-bearing response safely, endpoint code caches **Artifact handles plus
|
||||
payload**, not bare references. That cache owns explicit holds or delivery guards until domain
|
||||
acknowledgment/eviction. Re-delivery gets new delivery IDs pointing to the same immutable bytes.
|
||||
Once the domain cache expires it returns RESULT_EXPIRED; it cannot regenerate the operation
|
||||
merely because the transport correlation entry was removed.
|
||||
|
||||
## 7. Pub/sub semantics
|
||||
|
||||
Topic declaration does not teach the router what a topic means. An application can publish
|
||||
session observations, presentation cues, dataset jobs or unrelated typed events through the
|
||||
same API. There are no hardcoded frame/brain topics inside the router.
|
||||
|
||||
- `latest`: one queued value per subscription, replacing only an **undelivered** value.
|
||||
Replacing it releases that queue entry's artifact roots. Already delivered/in-use messages
|
||||
are never reclaimed early. maxQueued is exactly 1 in this mode.
|
||||
- `bounded`: FIFO queue, no coalescing or silent loss. When required queue/owner capacity
|
||||
is unavailable, reject the publication with BACKPRESSURE before admitting any deliveries.
|
||||
- maxInFlight credits are returned only by delivery.consumed, not socket write completion.
|
||||
A latest subscriber with all credits in use still has one replaceable queued value.
|
||||
|
||||
Take an atomic subscriber/retention snapshot at admission. Validate and reserve all required
|
||||
queue entries and artifact-owner budgets before accepting. For a bounded subscriber overflow,
|
||||
reject the **whole publish**; no partial fan-out or retained-latest update. On acceptance,
|
||||
assign one topicSequence and create roots for every delivery and optional retained value.
|
||||
Different topics have no total ordering. Multiple publishers on one topic follow router
|
||||
acceptance order, which is not automatically a deterministic application event order.
|
||||
|
||||
Publication reply counts accepted subscriptions/replaced queue entries, not consumers that
|
||||
processed data. `replaced` on a delivery reports how many undelivered messages were coalesced
|
||||
since that subscription's preceding delivery. Sequence gaps can also arise from joining late;
|
||||
they are not evidence of a simulation step being skipped.
|
||||
|
||||
Optional `retained:latest` holds one last message and its artifacts independent of subscribers.
|
||||
New subscriptions with replayLatest enqueue it before subsequent accepted publications;
|
||||
bounded mode preserves that order, while latest mode may coalesce it before delivery under
|
||||
the ordinary latest rule. Replay uses the original topicSequence, a fresh deliveryId and
|
||||
explicit roots. Without retention,
|
||||
zero-subscriber publication retains no artifact ownership after admission. Clearing a topic
|
||||
releases only its retained root, not active consumers. Topic count and retained bytes are capped.
|
||||
|
||||
There is no durable replay, automatic redelivery, or exactly-once processing claim in v1.
|
||||
Deleting/redeclaring a topic creates a fresh topicIncarnation; a reset sequence cannot be
|
||||
mistaken for continuation of the deleted topic. Old subscription deliveries retain their
|
||||
original incarnation and ownership until consumed.
|
||||
If an application requires history, its recorder persists events and exposes a normal RPC
|
||||
for recovery/query. Bus admission, message consumption and durable storage acknowledgment
|
||||
are three different events. The bus must not conflate them.
|
||||
|
||||
## 8. Artifact lifecycle and garbage collection
|
||||
|
||||
### 8.1 Immutable object lifecycle
|
||||
|
||||
```text
|
||||
ALLOCATED / WRITING → SEALED → referenced by owners → last owner drops → COLLECTED
|
||||
└─ writer abandoned/disconnected ──────────────────────→ COLLECTED
|
||||
```
|
||||
|
||||
`ArtifactRef` is an identity, not an address, filename or authority to read. Opening it requires
|
||||
a current ownership root belonging to that connection. storeId is the router/store incarnation;
|
||||
old handles fail after restart. V1 does not reuse an artifact ID/inode; generation is 1 and
|
||||
remains in the contract for future pool implementations. Content hashes are optional for live
|
||||
frames and mandatory for checkpoint/durable-content handoff, as specified by domain contracts.
|
||||
|
||||
The first storage backend uses runtime-configured local files, optionally on tmpfs. Producer
|
||||
writes staging storage outside the message stream. Seal closes writable mappings/handles in
|
||||
the SDK, checks length and any requested digest, then finishes an immutable store-owned
|
||||
object before acknowledging. A correctness-first implementation may copy into a fresh sealed
|
||||
inode; account for both allocations during sealing. No per-frame fsync for transient media.
|
||||
|
||||
Consumers resolve a store-issued readLocation through artifact.open and map/read it read-only.
|
||||
Locations are private grants; they are not placed in application bodies or public browser feeds.
|
||||
All filesystem access stays behind the client Artifact API. Do not inline binary data or create
|
||||
a second bulk-transfer server just because it is stored outside the socket.
|
||||
|
||||
### 8.2 What owns an artifact?
|
||||
|
||||
The store tracks an ownership graph, not only a naive refcount incremented by every packet:
|
||||
|
||||
| Root | Lifetime |
|
||||
| --- | --- |
|
||||
| Producer explicit hold / active writer | Until last local handle releases, seal transfers its unique writer, or connection is lost |
|
||||
| Accepted queued delivery | Until replaced/cancelled or transferred into recipient delivery ownership |
|
||||
| In-flight delivery | Until message processing AND all extracted artifact uses finish |
|
||||
| Retained latest topic | Until replaced, cleared, deleted, or router stops |
|
||||
| Explicit retained hold | Until release; used for caches, rendering, checkpoint writes and forwarding |
|
||||
|
||||
Admission creates destination roots before the sender may relinquish source roots. A forward
|
||||
or reply uses a live handle/owner; the client holds it until admission succeeds or definitively
|
||||
fails. A timeout must not drop a source guard while an unsent operation might still be admitted.
|
||||
The client cancels/discards the unsent frame or retains the guard until the transport outcome
|
||||
is known; connection teardown ends that ambiguity for the old connection.
|
||||
|
||||
Every envelope must list its complete artifact set. Duplicate references in one delivery are
|
||||
counted once. A retained topic and several consumers can reference the same physical bytes.
|
||||
The router performs metadata updates only; it does not copy image bytes for fan-out.
|
||||
|
||||
### 8.3 Consumed means no remaining use
|
||||
|
||||
The incoming message owns a shared **DeliveryGuard**. Extracting an Artifact clones the guard;
|
||||
dropping the message alone does not consume the delivery while a renderer/encoder still uses
|
||||
its artifact. Local handle clones do not each require a bus round trip. Dropping the last
|
||||
guard queues delivery.consumed through a bounded control lane.
|
||||
|
||||
V1 deliberately owns at delivery granularity: keeping one artifact from a message may keep
|
||||
the other attachments alive too. For independent long-lived retention, artifact.retain creates
|
||||
a specific explicit hold before the original guard is dropped. Domain RPC caches must use
|
||||
that hold when they outlive message processing/credits. An acknowledgment of domain success
|
||||
does not implicitly drop either the incoming guard or cached outgoing holds.
|
||||
|
||||
If an allocation/seal grant arrives after its caller abandoned the future, the SDK reactor
|
||||
still processes and releases that grant. It must not leak an owner the application never saw.
|
||||
An in-progress seal/copy has a bounded internal I/O hold; on producer disconnect it either
|
||||
finishes cleanup or aborts safely, never publishes an ownerless object into a new connection.
|
||||
|
||||
Async task cancellation/drop of a response future is not necessarily consumption: the client
|
||||
must own queued results until surfaced, explicitly discarded, or disconnected. Receivers must
|
||||
await completion of asynchronous CPU/GPU use before releasing its guard. A pointer extracted
|
||||
from a mapping cannot outlive its Artifact; FFI wrappers must enforce this lifetime explicitly.
|
||||
|
||||
Release commands are batched, idempotent and scoped to the connection that owns the IDs.
|
||||
Delivery/hold IDs use monotonic per-connection serials. Keep issued watermarks plus active
|
||||
owner maps; releasing an already retired ID is a no-op, a never-issued/future ID is an error.
|
||||
This avoids a tombstone per frame forever. Control-lane exhaustion closes the connection
|
||||
instead of silently losing releases and leaking an unbounded ownership graph.
|
||||
|
||||
### 8.4 Crash, disconnect and safe physical reclamation
|
||||
|
||||
On disconnect, unregister services/subscriptions; cancel queued deliveries and release that
|
||||
connection's active writers/explicit/delivery roots. Retained topic roots remain router-owned.
|
||||
Late replies and releases cannot attach to a new connection or service incarnation.
|
||||
|
||||
GC removes the registry entry and unlinks/closes the sealed object after its final root is
|
||||
gone. Existing immutable file mappings may remain valid until the OS closes the last mapping;
|
||||
do not overwrite their inode or reuse their bytes. Logical reclamation is not proof that a
|
||||
disconnected process released its physical pages. The supervisor handles stuck processes;
|
||||
resource measurements include OS mappings and client memory, not just registry totals.
|
||||
|
||||
No TTL may reclaim a live owned artifact. Limits may disconnect a consumer, triggering the
|
||||
explicit cleanup above, but cannot overwrite memory under a renderer. Future pooled shared
|
||||
memory must prove equivalent lifetime/generation safety before replacing immutable files.
|
||||
|
||||
Router restart creates a new routerId/storeId, loses routes/queues/retention and invalidates
|
||||
all old handles. Live sessions fail their current epoch and use coherent recovery. Persistent
|
||||
artifacts come from the application's durable store and are re-imported as new bus objects.
|
||||
Orphan files from a stopped router are cleaned without treating them as durable checkpoints.
|
||||
|
||||
## 9. Bounds, scheduling and failure reporting
|
||||
|
||||
Configure limits explicitly; these defaults are a prototype starting point, not capacity data:
|
||||
|
||||
| Resource | Default |
|
||||
| --- | ---: |
|
||||
| Connected clients / services / topics | 64 / 256 / 512 |
|
||||
| Subscriptions per client / total | 128 / 1024 |
|
||||
| Control envelope | 64 KiB |
|
||||
| Active calls per client | 64 |
|
||||
| Service queued / in-flight calls | 16 / 16; worker dispatcher further limits mutations |
|
||||
| Latest subscription queued / in-flight deliveries | 1 / 2 |
|
||||
| Bounded subscription queued / in-flight deliveries | 64 / 16 |
|
||||
| Active owners per client | 256 |
|
||||
| Total artifact storage / per object | 512 MiB / 128 MiB |
|
||||
| Per-client ordinary queued envelope bytes | 1 MiB |
|
||||
| Reserved management/reply lane | 128 frames and 1 MiB per client |
|
||||
|
||||
Reserve an owner allowance for lifecycle/results separately from ordinary telemetry; memory
|
||||
quotas account for staging/seal copies, queued deliveries and caches. Ownership metadata is
|
||||
bounded even if many roots share one artifact. Disk-full, allocation failure or hash mismatch
|
||||
returns a typed artifact error and cleans provisional storage/roots.
|
||||
|
||||
The router fairly services clients. Replies, release, cancellation and route-health control
|
||||
cannot be starved by telemetry. Preserve FIFO for calls to a target despite lane scheduling;
|
||||
classification is an explicit generic envelope operation/policy, not a topic-name heuristic.
|
||||
No indefinite wait inside the router on subscriber readiness or artifact I/O. Admission is
|
||||
bounded; rejected callers choose their own retry/fail/pause policy.
|
||||
|
||||
Transport errors include `INVALID_ENVELOPE`, `VERSION_MISMATCH`, `NOT_AUTHORIZED`,
|
||||
`NO_SERVICE`, `TARGET_CHANGED`, `BACKPRESSURE`, `CALL_GONE`, `ARTIFACT_UNSEALED`,
|
||||
`ARTIFACT_GONE`, `OWNER_INVALID`, `QUOTA_EXCEEDED`, `STORE_FAILURE`, `ROUTER_LOST`.
|
||||
Before admission use dispatch:not-dispatched. Once dispatch might have occurred, report
|
||||
unknown/dispatched conservatively; a caller-side timeout must not imply no mutation.
|
||||
|
||||
Bounded event subscriptions can reject publication; latest spectator subscriptions cannot
|
||||
hold a required session transaction indefinitely. Per-client credit/owner budgets and
|
||||
supervision enforce that distinction. Sustained pinned-artifact quota exhaustion is surfaced
|
||||
as resource pressure, not solved by freeing live data. Session/app policies choose whether to
|
||||
disconnect an observer, pause, or fail; the router does not know which outcome is appropriate.
|
||||
|
||||
## 10. Native-frame bandwidth check
|
||||
|
||||
At 640×480 RGBA, a frame is 1,228,800 bytes. At 60 fps, production is **73.728 MB/s**
|
||||
(decimal); at 30 fps, 36.864 MB/s. These are planning dimensions; a backend advertises its
|
||||
actual output. Two agent workers plus one presentation consumer can read the same immutable
|
||||
frame object. Bus messages contain only references; there is no 3× byte fan-out through the
|
||||
router. Readers still incur memory traffic/page faults, and renderer readback/seal copying
|
||||
remain real costs. This is not a claim of zero-copy GPU capture or measured host performance.
|
||||
|
||||
The environment emits native game frames/audio. The application/presentation layer owns
|
||||
resizing, overlays, compositing, browser delivery, codec choice and stream output. Do not put
|
||||
1080p rendering, Twitch publishing or game-specific sampling logic in Flybus. A presentation
|
||||
pipeline may itself exchange large artifacts through this same bus if useful.
|
||||
|
||||
## 11. Acceptance tests and implementation sequence
|
||||
|
||||
1. **Wire/router:** schema/framing, Hello, exclusive routes, pinned incarnations, request/reply,
|
||||
disconnect and bounds. In-memory transport must pass the same tests as Unix sockets.
|
||||
2. **Pub/sub:** exact topics, FIFO/bounded rejection, latest coalescing, retained replay/clear,
|
||||
atomic fan-out and fair control/reply delivery under a saturated subscriber.
|
||||
3. **Artifacts:** allocate/seal/read; publication before seal fails; fan-out owns one physical
|
||||
object; last consumer releases; retaining an extracted frame after message drop works.
|
||||
4. **Faults:** sender drops after admission; consumer dies mid-read; reply is lost; queued frame
|
||||
is replaced; subscription closes with in-use deliveries; router restarts; old release arrives.
|
||||
No double-free, use-after-reuse, unbounded tombstones or hidden operation replay.
|
||||
5. **RPC cache:** endpoint retains an artifact-bearing result, original caller consumes it,
|
||||
and a domain retry still returns valid bytes. Eviction drops the last cache hold correctly.
|
||||
6. **Integration:** two parallel fake agents, complete-batch environment RPC, committed snapshot
|
||||
publication and a deliberately slow presentation consumer over the same router.
|
||||
7. **Performance:** 640×480×60 artifact production with three consumers, one delayed; measure
|
||||
p50/p95/p99 RPC latency, router CPU, copy/readback cost separately, RSS, store live/peak bytes,
|
||||
outstanding roots, collection lag and queue lengths. Compare one/two/four agent schedules.
|
||||
|
||||
The first executable example should show a counter RPC, a pub/sub observer, and a frame
|
||||
artifact held past message consumption in one small Rust program. No game or browser required.
|
||||
Distributed simulation ordering remains the [session contract's](step-v1.md) responsibility.
|
||||
270
docs/design/session-framework/implementation.md
Normal file
270
docs/design/session-framework/implementation.md
Normal file
|
|
@ -0,0 +1,270 @@
|
|||
# Future-agent implementation guide
|
||||
|
||||
Status: **draft 2**, paired with the [contract index](README.md). This is the execution guide
|
||||
for the new process architecture; it refines the broader
|
||||
[MaleCNS/modular backlog](../malecns-modular-implementation.md), not a request to implement
|
||||
every future feature in one branch.
|
||||
|
||||
## 1. Start here
|
||||
|
||||
Before coding:
|
||||
|
||||
1. Read repository instructions, the architecture tour, public feed/control contracts, and all
|
||||
documents in this directory. Reconcile any newer main/feature-branch changes with this baseline.
|
||||
2. Record what the next slice will change, its compatibility surface and expected tests.
|
||||
3. Use a dedicated branch/worktree. Follow the repository's coordinator/build/review roles.
|
||||
4. Preserve the TypeScript oracle, default numerical version strings and legacy deployment.
|
||||
5. Resolve contract contradictions before implementing; do not fill gaps with an implicit
|
||||
asynchronous best-effort policy or a public controller API.
|
||||
|
||||
The immediate target is **one small Rust Flybus example with RPC, pub/sub and a frame artifact
|
||||
held beyond the message object's lifetime**. Then build the synthetic two-agent session over
|
||||
that same router using in-memory and Unix-socket transports. No separate worker transport,
|
||||
NATS service, coordinator-owned lease manager or raw-frame socket channel is to be implemented.
|
||||
|
||||
## 2. Proposed implementation map
|
||||
|
||||
Begin under the existing Rust workspace; extract physical package locations separately.
|
||||
The following are proposed names, not files that exist today:
|
||||
|
||||
```text
|
||||
services/flysim/crates/
|
||||
fly-session-types/ scopes, contracts, schema validation, canonical digests
|
||||
flybus/ generic router/client/wire/artifact store; embedded or standalone
|
||||
fly-session-rpc/ domain schemas/deduplication over flybus; NOT another transport
|
||||
fly-session/ phase machine, coordinator, admission, task/executor traits
|
||||
fly-session-worker/ dispatch shell, status/shutdown, agent/environment adapters
|
||||
fly-session-store/ participant captures, manifest commit, group recovery
|
||||
|
||||
services/flysim/crates/flysim/
|
||||
legacy/ compatibility composition (extract without changing behavior)
|
||||
composition/ new config/registries and worker launching
|
||||
|
||||
packages/feed/ existing public v1, later public v2 schemas/fixtures
|
||||
packages/brain/ reference model/readout and new contract-relevant golden generators
|
||||
```
|
||||
|
||||
Do not create empty crates to satisfy this tree. In the first slice, types/transport/coordinator
|
||||
may be modules in one small crate; split when dependencies and consumers justify it. Keep
|
||||
Melee parser/codecs and Game Boy FFI out of the session-types crate. Worker executables can
|
||||
be subcommands of one binary initially; process boundaries do not require separate repos.
|
||||
|
||||
## 3. Ordered slices
|
||||
|
||||
### CONTRACT-01 — Executable schemas and trace format
|
||||
|
||||
**Inputs:** [bus spec](bus-v1.md), session RPC, step, worker, state/media and publishing documents.
|
||||
|
||||
**Implement:** Flybus wire schema separately from session domain schemas; common scalar types,
|
||||
closed enums, method payload validation and schemas;
|
||||
canonical digests; fixture loaders in Rust/TypeScript. Specify seed derivation and exact
|
||||
checkpoint envelope bytes before their respective real-agent/store slices. Create the trace
|
||||
format from step-v1 section 8, distinguishing behavior fields from operational IDs/time.
|
||||
|
||||
**Acceptance:**
|
||||
|
||||
- JSON round trips across both languages; U64/float boundaries reject correctly.
|
||||
- Duplicate keys, invalid UTF-8, envelopes over 64 KiB and unknown required fields fail.
|
||||
- Distinguish bus callId, domain requestId, artifact identity and delivery/hold owner tokens.
|
||||
- Fixtures include rational zero/reduced form, overflow, duplicate ports and analog limits.
|
||||
- Contract digest is generated from a documented canonical schema set, not source formatting.
|
||||
|
||||
**Stop:** do not wire a real worker until payload ambiguities and retry identity rules agree.
|
||||
|
||||
### BUS-01 — Router and RPC, in-memory and Unix socket parity
|
||||
|
||||
**Depends on:** CONTRACT-01.
|
||||
|
||||
**Implement:** one flybus crate with bounded framing, bus.hello, exclusive service registration,
|
||||
incarnation-pinned RPC/reply/cancel, typed route/admission errors and independent read/write
|
||||
dispatch. Begin with artifact-free calls; do not claim full bus conformance until BUS-03.
|
||||
|
||||
**Acceptance:**
|
||||
|
||||
- Partial frames/writes, disconnect after request, lost result and retransmission fixtures.
|
||||
- No automatic retry/failover; timeout/cancel-after-dispatch reports uncertain execution.
|
||||
- Service incarnation replacement is visible. Request/reply correlation survives out-of-order
|
||||
replies; status RPC can respond while another handler is delayed. Saturation is bounded.
|
||||
- Both transports produce equivalent behavior traces for the same scenario.
|
||||
|
||||
### BUS-02 — Pub/sub, retention and backpressure
|
||||
|
||||
**Depends on:** BUS-01.
|
||||
|
||||
**Implement:** exact topics, subscribe/unsubscribe, bounded FIFO and latest policies, optional
|
||||
retained latest/clear, per-recipient delivery IDs/consumption credits and fair control lanes.
|
||||
|
||||
**Acceptance:** overflow rejects a bounded publication before partial fan-out; latest replaces
|
||||
only queued messages; delivery consumption returns credits; unsubscribe preserves already-
|
||||
delivered ownership; retained replay is ordered; stalled observers cannot starve RPC replies.
|
||||
Durable event history is a storage client, not a second broker built into Flybus.
|
||||
|
||||
### BUS-03 — Artifact-backed messages and automatic lifetimes
|
||||
|
||||
**Depends on:** BUS-02.
|
||||
|
||||
**Implement:** immutable file-backed store, allocate/seal/open, bus attachment validation,
|
||||
producer/queue/delivery/retention owners, RAII DeliveryGuard and explicit cache holds. Root
|
||||
creation/admission is atomic. Start with ordinary local files/tmpfs; no pooled slot reuse yet.
|
||||
|
||||
**Acceptance:** last owner collects; extracted handle survives message drop; forward-before-
|
||||
release is safe; lost replies/cache replay remain valid; disconnect releases logical ownership
|
||||
without mutating still-mapped bytes; retained latest and queue replacement release correct roots.
|
||||
Measure 640×480 RGBA×60 with three readers: one stored image, no raw pixels in router messages,
|
||||
bounded CPU/RSS/owners/queues. Record reader/copy costs rather than claiming zero-copy capture.
|
||||
|
||||
### SESSION-01 — Synthetic sequential transaction
|
||||
|
||||
**Depends on:** BUS-03.
|
||||
|
||||
**Implement:** small fake agent workers, one counter/arena environment, identity executors
|
||||
and a deterministic task. Follow Prepare→Advance→Evaluate→Commit exactly. Use explicit seeds
|
||||
and rational clock accumulation; the fake model must expose a mutation counter for tests.
|
||||
Implement domain request deduplication/result caches over bus calls; retaining result artifacts
|
||||
is an endpoint responsibility. Domain Acknowledge differs from bus delivery.consumed.
|
||||
|
||||
**Acceptance:**
|
||||
|
||||
- One world advance per complete batch; every agent Prepared before Advance.
|
||||
- Task evaluates once; every agent commits before next Prepare or committed publication.
|
||||
- A synthetic 60-Hz/1-ms profile produces 16,17,17 ticks and remainder zero after three steps.
|
||||
- Pause mid-step completes the step and pauses at its committed boundary.
|
||||
- Bootstrap/warm-up cannot advance the environment or produce gameplay rewards.
|
||||
- Domain retries use a new callId with the original requestId; they never repeat ticks/reward.
|
||||
|
||||
### SESSION-02 — Parallel processes and fault behavior
|
||||
|
||||
**Depends on:** SESSION-01.
|
||||
|
||||
**Implement:** one agent process per fly and one environment process under the coordinator;
|
||||
compare with in-process and dedicated-thread variants. Enforce total thread budgets and
|
||||
configured agent/port identities. Failure stops the epoch rather than neutralizing a player.
|
||||
|
||||
**Acceptance:** sequential, reversed order and parallel completion produce equivalent traces;
|
||||
delayed one-agent result holds the world; worker/helper death has a bounded diagnosed outcome;
|
||||
an uncertain Advance never creates a second batch; partial Commit never permits next-step play.
|
||||
|
||||
### MEDIA-01 — Native observation schemas and presentation handoff
|
||||
|
||||
**Depends on:** SESSION-02.
|
||||
|
||||
**Implement:** view/sample descriptors and producing-step validation on top of bus ArtifactRef,
|
||||
not a second buffer system. Environment outputs native media; sensor transforms remain agent
|
||||
profiles, while presentation owns viewer resizing/composition/audio/streaming.
|
||||
|
||||
**Acceptance:** bad strides/lengths/producer times fail; shared image reaches both agents through
|
||||
owned attachments; spectators use latest subscriptions and cannot corrupt sensory state;
|
||||
delayed rendering retains its handle. Distinguish AssetRef from transient ArtifactRef.
|
||||
|
||||
### AGENT-01 — Existing neural core worker
|
||||
|
||||
**Depends on:** SESSION-02, MEDIA-01 and the profile/identity foundation in the broader backlog.
|
||||
|
||||
**Implement:** adapter over existing LIF, plasticity, retina and fixed readout primitives;
|
||||
reference-first composition/goldens; independently seeded agent state and shared immutable data.
|
||||
Avoid using the old whole-frame `tick` wrapper if it changes the specified phase ordering.
|
||||
|
||||
**Acceptance:** per-agent state agrees with the reference across Prepare/Commit, stimulation,
|
||||
zero/nonzero reward, warm-up and pauses. Two agents cannot share gains/RNG/holds; swapping
|
||||
dispatch order and varying worker count preserves results. Keep 64-role limits explicit.
|
||||
|
||||
### ENV-01 — Game Boy compatibility environment
|
||||
|
||||
**Depends on:** AGENT-01 and environment/task extraction in the broader backlog.
|
||||
|
||||
**Implement:** binjgb environment, task-local memory inspector and identity/existing action
|
||||
adapter. Keep `legacy-gameboy-v1` separately routed with exact old ordering/hash semantics.
|
||||
|
||||
**Acceptance:** legacy fixtures/goldens/restore outcomes unchanged; the new composition has
|
||||
its own identity and public adapter selection. No console-specific state enters generic
|
||||
session types. ROM-backed checks are optional explicit jobs, not required downloads.
|
||||
|
||||
### STATE-01 — Coherent all-participant checkpoint/recovery
|
||||
|
||||
**Depends on:** SESSION-02, MEDIA-01; validate with fake agents first, then AGENT-01/ENV-01.
|
||||
|
||||
**Implement:** exact new envelope schema, compatibility manifest, Capture/StageRestore/
|
||||
ActivateRestore, bounded writer, durable commit acknowledgments and fresh-epoch fencing.
|
||||
Keep old `FLYSIM01` reader separate. Payloads and coordinator state must refer to one boundary.
|
||||
|
||||
**Acceptance:** uninterrupted versus resumed synthetic/real-agent traces match after accounting
|
||||
for new epoch metadata; corrupt any participant and installation fails as a group; lost save
|
||||
reply doesn't advance durable metadata; failure during activation cannot resume half a world.
|
||||
Checkpoint queue stress remains bounded; verify old media/parser data cannot cross recovery.
|
||||
|
||||
### PUBLISH-01 — Committed snapshots and observer isolation
|
||||
|
||||
**Depends on:** SESSION-02, MEDIA-01; public v2 contract work is a separate prerequisite to
|
||||
publishing a supported multi-agent browser feed.
|
||||
|
||||
**Implement:** internal [publication boundary](publishing-v1.md) over the SAME bus, latest-value
|
||||
observations, application-owned state/cues, bounded events, descriptor repair/query and a fake
|
||||
multi-agent consumer. Presentation gateway owns browser delivery; no generic show/tournament
|
||||
service or codec is added to the router. Then implement
|
||||
the approved public v2 wire schemas/fixtures and stage adapters together.
|
||||
|
||||
**Acceptance:** browser disconnect/backpressure never advances/stalls the world; future agent
|
||||
state is not mixed with old media; descriptor/index mismatch is visible; committed actions
|
||||
are labeled as the transition that just ended. PNG/browser review gates apply to actual UI.
|
||||
|
||||
### DOLPHIN-01 — Substitute the backend, not the coordinator
|
||||
|
||||
**Depends on:** measured MELEE-01/02 spikes from the [Melee audit](../melee-framework-audit.md),
|
||||
SESSION-02, MEDIA-01 and declared recovery support.
|
||||
|
||||
**Implement:** bus-connected helper over pinned Dolphin/libmelee or the chosen narrow hook,
|
||||
complete port batch adapter, frame-identified sensory output and task-local Melee inspection.
|
||||
Keep actual rendering/input/save semantics behind the same Environment API.
|
||||
|
||||
**Acceptance:** all generic backend conformance tests plus delayed-port/flush ordering,
|
||||
game-frame reset, parser recovery, pixel latency and neutral/release tests. If exact snapshot
|
||||
is unsupported, advertise episode-restart and use only the matching prototype policy.
|
||||
|
||||
## 4. Failure injection checklist
|
||||
|
||||
Tests must deliberately inject these cases; success-path demos are insufficient:
|
||||
|
||||
| Injection | Required invariant |
|
||||
| --- | --- |
|
||||
| Duplicate Prepare after lost reply | No extra ticks, RNG draws, stimulation or decode |
|
||||
| Same batch with altered controls | Conflict, never a second world mutation |
|
||||
| Lost Advance result after world step | Resolve same operation or fail epoch |
|
||||
| One Commit fails after another succeeds | No next world step; coherent recovery only |
|
||||
| Old worker replies after restore | Stale epoch/incarnation rejected |
|
||||
| Message drops while extracted image is rendering | DeliveryGuard keeps bytes alive through last use |
|
||||
| First agent releases a shared image early | Artifact remains until every other owner finishes |
|
||||
| Cached RPC artifact is consumed by its first caller | Domain cache still owns it for retry |
|
||||
| Latest queued frame is replaced | Only that queue root drops; in-use images remain valid |
|
||||
| Router restarts during a world advance | Old handles/routes invalid; epoch fails and restores coherently |
|
||||
| Viewer holds output indefinitely | Only spectator data is dropped/disconnected |
|
||||
| Backend waits for input while capture is requested | No deadlock; capture only at valid quiescent boundary |
|
||||
| Capture writer stalls | Finite queue/memory, honest durable status |
|
||||
| StageRestore validates three participants, fourth fails | Nothing is resumed |
|
||||
| ActivateRestore fails halfway | Group remains fenced, no new gameplay |
|
||||
| Old epoch audio arrives after reset | Discontinuity handling; no stale playback as current |
|
||||
|
||||
## 5. Verification and handoff
|
||||
|
||||
Before each implementation merge, run the repository's required `npm test`,
|
||||
`npm run typecheck`, `cargo test --workspace` from the Rust workspace, and
|
||||
`infra/tests/lint.sh`. Run affected browser/PNG gates for presentation changes. Keep the
|
||||
existing committed FAFB real-data goldens mandatory; larger new datasets and game-backed
|
||||
jobs report explicit optional skips.
|
||||
|
||||
Performance checks report total physical-core allocation, one/two/four agents, within-agent
|
||||
worker count, router/RPC latency, artifact production/read/copy time, critical-path percentiles,
|
||||
memory peaks, owner/GC statistics and
|
||||
bounded queue behavior. No host capacity claim follows from a local synthetic timing test.
|
||||
Deployment-host work is separately authorized/claimed/serialized under repository rules.
|
||||
|
||||
Every completed slice leaves:
|
||||
|
||||
1. The implemented contract/schema revision and compatibility decisions.
|
||||
2. A minimal runnable synthetic example and exact test commands/results.
|
||||
3. Behavior traces demonstrating its acceptance criteria.
|
||||
4. Known unsupported capabilities and remaining measured questions.
|
||||
5. Updated planning status, with no claims that a stub provides real emulator semantics.
|
||||
|
||||
Do not start by moving every directory, adding a service mesh, or rewriting the model. The
|
||||
first useful deliverable is the small artifact-backed bus example, followed by the synthetic
|
||||
distributed step transaction using it. No one-off communication stack per component.
|
||||
207
docs/design/session-framework/ipc-v1.md
Normal file
207
docs/design/session-framework/ipc-v1.md
Normal file
|
|
@ -0,0 +1,207 @@
|
|||
# Session RPC contracts over Flybus
|
||||
|
||||
Status: **draft 2**, 2026-09-18. The filename is retained for existing links. This document
|
||||
now defines **domain contracts carried by [Flybus v1](bus-v1.md)**. It no longer defines a
|
||||
separate socket protocol, direct worker connections, or coordinator-owned buffer service.
|
||||
The [architecture index](README.md) states scope and precedence. Public feed/control v1 stay
|
||||
unchanged; this is the new internal session path.
|
||||
|
||||
## 1. One transport, domain-specific meaning
|
||||
|
||||
Every session/worker RPC is a Flybus call to a named, incarnation-pinned service. Pub/sub,
|
||||
application supervision and artifact bookkeeping use the same bus. The router moves messages;
|
||||
the receiver validates its method payload and the [session step machine](step-v1.md).
|
||||
|
||||
The bus owns framing, connection identity, route registration, bounded delivery and artifact
|
||||
ownership. This document owns Scope, model-related scalar types, worker capability negotiation,
|
||||
domain operation deduplication and errors. Domain request identity is independent of the bus
|
||||
callId: a safe retry has a new transport callId but the original domain requestId/body.
|
||||
|
||||
## 2. Common domain types
|
||||
|
||||
```ts
|
||||
type Id = string; // ^[a-z0-9][a-z0-9._-]{0,63}$
|
||||
type U64 = string; // "0" or [1-9][0-9]*; <= 18446744073709551615
|
||||
type Digest = string; // 64 lowercase hexadecimal digits (SHA-256)
|
||||
interface Scope { sessionId: Id; epoch: Id; step: U64 }
|
||||
interface RationalNs { numerator: U64; denominator: U64 }
|
||||
interface SchemaRef { id: Id; version: number; digest: Digest }
|
||||
interface TypedValue { schema: SchemaRef; value: object }
|
||||
interface SessionRpcRequest { requestId: Id; scope: Scope | null; params: object }
|
||||
```
|
||||
|
||||
All fields are required unless marked `?`. Schema version is integer 1..65535. Fractions
|
||||
are reduced, denominators positive, durations positive; zero is encoded 0/1. Arithmetic is
|
||||
checked. JSON numbers representing rates/rewards/controls are finite. Counters/clocks use
|
||||
decimal strings. Task/profile schemas bound collections and numeric ranges before mutation.
|
||||
First session composition limit: 4 agents, 4 ports and 64 rate roles per agent; these are
|
||||
session/model limits, not limits on the number of application personas or generic bus clients.
|
||||
|
||||
Each TypedValue has a canonical JSON size limit of **32 KiB**, while the complete envelope
|
||||
must still fit Flybus's 64-KiB maximum. Large typed state goes in a listed Artifact attachment
|
||||
under an explicit schema, not an oversized inline object. Changing the old draft's 1-MiB
|
||||
worker envelope to Flybus must not silently truncate a payload.
|
||||
|
||||
## 3. Request/reply mapping
|
||||
|
||||
Illustrative client call:
|
||||
|
||||
```text
|
||||
bus.call(
|
||||
target = {service: "agent.fly-a", expectedIncarnation: pinnedRegistration},
|
||||
method = "Agent.Prepare",
|
||||
payload = {requestId: "req-41", scope: {sessionId, epoch, step: "41"}, params},
|
||||
attachments = ownedArtifactHandles
|
||||
)
|
||||
```
|
||||
|
||||
Flybus's eventual rpc.result `outcome` is one of:
|
||||
|
||||
```ts
|
||||
interface SessionRpcSuccess {
|
||||
type: "result"; requestId: Id; workerId: Id; incarnationId: Id;
|
||||
scope: Scope | null; result: object;
|
||||
}
|
||||
interface SessionRpcFailure {
|
||||
type: "error"; requestId: Id; workerId: Id; incarnationId: Id;
|
||||
scope: Scope | null;
|
||||
error: { code: ErrorCode; message: string; mutation: "none" | "applied" | "unknown" };
|
||||
}
|
||||
```
|
||||
|
||||
Replies echo the original scope. The receiver identity and bus service incarnation must
|
||||
match the negotiated worker. Bus route/admission failure is not a SessionRpcFailure produced
|
||||
by the handler. A bus admission acknowledgment is not an Agent.Prepare/Environment.Advance
|
||||
completion. Only a matching terminal domain reply resolves a simulation phase.
|
||||
|
||||
ArtifactRefs inside request/result payloads must be declared in bus attachments and backed by
|
||||
live owned handles. Domain canonical-body digests include the references but exclude changing
|
||||
bus callIds, deliveryIds and owner tokens. A cached result owns Artifact handles independently
|
||||
of the first delivery; it is not a JSON object holding unowned pointers.
|
||||
|
||||
## 4. Worker negotiation and status
|
||||
|
||||
After bus connection/registration, call Worker.Hello (`scope:null`):
|
||||
|
||||
```ts
|
||||
interface HelloParams {
|
||||
sessionId: Id; expectedWorkerId: Id;
|
||||
role: "agent" | "environment" | "coordinator";
|
||||
supportedMajors: number[];
|
||||
}
|
||||
interface HelloResult {
|
||||
selectedMajor: 1; selectedMinor: 0;
|
||||
workerId: Id; incarnationId: Id; role: "agent" | "environment" | "coordinator";
|
||||
buildDigest: Digest; contractDigest: Digest;
|
||||
capabilities: Id[];
|
||||
limits: { maxAgents: number; maxPorts: number };
|
||||
}
|
||||
```
|
||||
|
||||
The bus supplies caller identity; do not accept a forged caller in params. Bind a worker's
|
||||
session authority to the expected coordinator identity/incarnation during negotiation and
|
||||
initialization. Wrong worker/role, no common major or missing required capability refuses
|
||||
the composition. Required capabilities are agent-step-v1 and world-step-v1 for their roles;
|
||||
checkpoint-v1 and pixel-observation-v1 are conditional. Artifact transport capability is
|
||||
negotiated once by Flybus, not as another worker memory API.
|
||||
|
||||
Worker.Status has params `{}` and the caller's last known scope (null before initialization):
|
||||
|
||||
```ts
|
||||
interface StatusResult {
|
||||
state: "uninitialized" | "ready" | "preparing" | "prepared" | "advancing"
|
||||
| "committing" | "capturing" | "staged-restore" | "restoring"
|
||||
| "failed" | "stopping";
|
||||
currentScope: Scope | null;
|
||||
activeRequestId: Id | null; lastCompletedRequestId: Id | null;
|
||||
lastBatchId: Id | null; progressCounter: U64;
|
||||
}
|
||||
```
|
||||
|
||||
ProgressCounter advances on computational/phase progress, not on status queries. Dispatch
|
||||
Status through the same service without waiting for a long numerical operation. One mutation
|
||||
executes at a time; at most one may be pending, and normal stepping pipelines neither. The
|
||||
router's larger RPC capacity is not permission to overlap worker mutations. Never hold a
|
||||
simulation lock while waiting for network I/O, artifact resolution or release bookkeeping.
|
||||
|
||||
## 5. Domain idempotency and retention
|
||||
|
||||
`requestId` is `req-` plus a canonical U64 serial, increasing for newly issued operations
|
||||
per caller/worker pair. Retries reuse it unchanged even though bus callId changes. Flybus
|
||||
preserves first-dispatch order per caller/service; worker handlers maintain that request
|
||||
admission order while allowing read-only status alongside compute.
|
||||
|
||||
The operation key for step mutations is `(sessionId, epoch, step, method, workerId)`.
|
||||
There is at most one Prepare, Commit or Advance for that key.
|
||||
|
||||
- Same key/request/body returns its cached reply, with fresh bus delivery ownership over
|
||||
retained artifacts. It never repeats ticks, stimulation, controller execution or reward.
|
||||
- Changed ID/body for an existing key is CONFLICT. Canonical comparison uses RFC 8785 over
|
||||
method, scope and validated params. A rejected duplicate does not undo the earlier result.
|
||||
- Check retained request identity before phase checks or artifact dereferencing. A duplicate
|
||||
may arrive after the original input delivery was consumed; it needs only the cached result.
|
||||
- Keep current/immediately previous step result records. Eviction never enables reexecution:
|
||||
highest-issued request serial and step watermarks reject expired retries/old steps.
|
||||
- Original expired serial → RESULT_EXPIRED; fresh serial naming an old step → STALE_STEP.
|
||||
|
||||
An exact duplicate arriving while execution is active receives the terminal domain error
|
||||
IN_PROGRESS for that **bus call**. The original bus call still completes normally. Retry or
|
||||
query Status later; no second mutation is started. This avoids multiple terminal replies to
|
||||
one bus call and does not mistake IN_PROGRESS for the original operation's failure.
|
||||
|
||||
Lifecycle/capture replies are retained until Worker.Acknowledge:
|
||||
`params:{requestIds:Id[]}` (1..16), result `{acknowledged:Id[]}`. It drops domain cache handles,
|
||||
not another consumer's bus delivery. Already released/unknown IDs are ignored. Serial
|
||||
watermarks reject reuse after acknowledgment without an unbounded tombstone list.
|
||||
|
||||
Bound unacknowledged lifecycle replies at 16, then BUSY before application. Status and
|
||||
Acknowledge use a cache of their last 16 replies; current/previous step records have their
|
||||
separate finite retention. Caches containing big artifacts consume bus owner/byte budgets;
|
||||
configure capture limits consistently. Never evict a promised replay artifact but keep a
|
||||
successful pointer-only reply. An intentionally expired result returns RESULT_EXPIRED.
|
||||
|
||||
## 6. Timeout and failure handling
|
||||
|
||||
Timeouts are measured on the caller's monotonic clock. Prototype defaults: probe after two
|
||||
seconds without reply, fail after ten seconds without progress; long boot/capture have separate
|
||||
budgets. These are failure-detection values, not a gameplay latency goal.
|
||||
|
||||
After an uncertain call:
|
||||
|
||||
1. Stop further world-step dispatch.
|
||||
2. If the same bus/service/worker incarnation still exists, query Status or issue a fresh
|
||||
bus call with the original domain requestId/body and retained input attachments.
|
||||
3. Resolve only a matching terminal result. Never repeat an Advance with a new domain ID.
|
||||
4. If routes/ownership were lost, incarnation changed or retained result expired, fail the
|
||||
epoch and restore/reset the group.
|
||||
|
||||
Endpoint crash or bus restart is not covered by in-memory deduplication. Router/store restart
|
||||
invalidates all transient artifacts and routes. Worker disconnect also invalidates its bus
|
||||
owners and registration; v1 does not silently reattach that worker to an active epoch.
|
||||
Recover coherently even if an OS process survived with some numerical state in memory.
|
||||
|
||||
## 7. Domain errors
|
||||
|
||||
| Code | Meaning |
|
||||
| --- | --- |
|
||||
| INVALID_ARGUMENT | Invalid schema/range, before mutation |
|
||||
| UNSUPPORTED | Missing method/capability |
|
||||
| IDENTITY_MISMATCH | Wrong session/profile/port/build/asset identity |
|
||||
| STALE_EPOCH / STALE_STEP / FUTURE_STEP | Timeline/order mismatch |
|
||||
| INVALID_PHASE | Wrong worker phase |
|
||||
| CONFLICT | Existing logical operation with changed ID/body |
|
||||
| IN_PROGRESS | Original operation still executing; duplicate bus call did not start work |
|
||||
| BUSY | Domain capacity unavailable before admission |
|
||||
| BUFFER_INVALID | Missing/unowned/mismatched artifact or invalid media shape |
|
||||
| RESULT_EXPIRED | Safe replay is no longer available; never recompute to replace it |
|
||||
| INCOMPATIBLE_STATE | Restore validation failed before activation |
|
||||
| BACKEND_FAILURE / INTERNAL | Runtime fault, with explicit mutation certainty |
|
||||
|
||||
Messages are <=512 code points and exclude raw game memory/credentials. Errors after partial
|
||||
mutation use unknown unless completion is established. No error authorizes skipping a fly,
|
||||
pressing fallback controls, or continuing a partially committed match.
|
||||
|
||||
Worker.Shutdown, params `{reason:Id}`, returns `{stopping:true}` if responsive and terminates
|
||||
the worker after replying. It does not imply saved state. Only configured supervisors may
|
||||
invoke it; workers have no authority to shut down the coordinator. Shutdown/release notifications
|
||||
travel on the same bus; there is no reverse lease socket or Buffer.Release/Reclaim RPC.
|
||||
184
docs/design/session-framework/publishing-v1.md
Normal file
184
docs/design/session-framework/publishing-v1.md
Normal file
|
|
@ -0,0 +1,184 @@
|
|||
# Application, presentation and audience contracts
|
||||
|
||||
Status: **draft 2**, 2026-09-18. All internal communication uses [Flybus](bus-v1.md). This
|
||||
document defines ownership and logical data contracts, not the public feed v2 byte format.
|
||||
Existing public v1 contracts remain unchanged for the legacy application.
|
||||
|
||||
## 1. Applications orchestrate; presentation owns the show
|
||||
|
||||
Fly Plays Pokémon is an application assembled from simulation and presentation components.
|
||||
Its supervisory code and interface share an application-owned, versioned state/event schema.
|
||||
A Melee competition or ecosystem can choose another schema. Director, tournament, bracket,
|
||||
cast of 32 personas and story segments are examples, not mandatory framework services/types.
|
||||
|
||||
The framework supplies sessions, agents, backend/task interfaces, capability descriptions,
|
||||
native observations and generic UI/client primitives. The application chooses lifecycle,
|
||||
profiles, game-aware macros/recovery, identities/history, interventions and narrative behavior.
|
||||
Frame-by-frame scheduling remains inside the session; the application need not RPC each tick.
|
||||
|
||||
Presentation owns selection/layout, resizing, overlays, compositing, audio mixing, encoding,
|
||||
browser-facing delivery, recording choices and stream output. Native 480p game data is a
|
||||
perfectly valid framework output. Neither the router nor generic session assumes Twitch,
|
||||
1920×1080, particular colors, specific React components or an automatic tournament dashboard.
|
||||
|
||||
## 2. One bus, complementary data sources
|
||||
|
||||
```text
|
||||
Session ── committed observations/events + artifact handles ──┐
|
||||
├─ Flybus ── presentation application
|
||||
Application ── own state/events/presentation cues ────────────┘
|
||||
Presentation gateway ── application-defined browser delivery ── frontend
|
||||
```
|
||||
|
||||
Example addresses (chosen by composition, not recognized by router code):
|
||||
|
||||
| Address | Pattern / purpose |
|
||||
| --- | --- |
|
||||
| `session.demo` | RPC: domain lifecycle/status/capabilities; exact methods require session API schemas |
|
||||
| `session.demo.descriptor` | Pub/sub, retained latest: framework descriptor |
|
||||
| `session.demo.snapshots` | Pub/sub, latest: committed simulation values and native media refs |
|
||||
| `session.demo.events` | Pub/sub, bounded: scoped domain events; not a durable log |
|
||||
| `app.pokemon.state` | Pub/sub, retained latest: application-specific state |
|
||||
| `app.pokemon.cues` | Pub/sub: application narrative/presentation events under declared delivery policy |
|
||||
| `app.pokemon` | RPC: application queries/admission, e.g. restore UI state or request a supported effect |
|
||||
|
||||
Descriptor revisions and scope link observations to schemas. Cross-topic ordering is not
|
||||
guaranteed; a subscriber receiving an unknown descriptor revision must fetch it through the
|
||||
application/session query contract or buffer a bounded number of snapshots, not infer shape.
|
||||
Latest retained descriptors accelerate startup; RPC querying remains the repair path.
|
||||
|
||||
## 3. Common simulation descriptors and committed values
|
||||
|
||||
Types use [session RPC](ipc-v1.md), [workers](workers-v1.md), [state/media](state-media-v1.md):
|
||||
|
||||
```ts
|
||||
interface SessionDescriptor {
|
||||
sessionId: Id; revision: U64; compositionDigest: Digest;
|
||||
schedulerId: "lockstep-v1";
|
||||
environment: EnvironmentDescriptor; taskSchema: SchemaRef;
|
||||
agents: {
|
||||
agentId: Id; portId: Id; profileDigest: Digest;
|
||||
datasetDigest: Digest; indexDigest: Digest; neuronCount: U64;
|
||||
rateRoles: Id[]; supportedStimuli: Id[];
|
||||
}[];
|
||||
assets: AssetRef[];
|
||||
}
|
||||
interface CommittedSnapshot {
|
||||
descriptorRevision: U64; publisherIncarnation: Id;
|
||||
scope: Scope; episodeId: Id; sequence: U64; worldTime: RationalNs;
|
||||
agents: {
|
||||
agentId: Id; telemetry: AgentTelemetry;
|
||||
selectedDecision: TypedValue | null;
|
||||
appliedControls: PortControl | null;
|
||||
}[];
|
||||
progress: TypedValue;
|
||||
media: { views: ViewRef[]; audio: AudioRef[] };
|
||||
eventIds: Id[];
|
||||
}
|
||||
```
|
||||
|
||||
Publish only after all agent commits establish Ready(k). Decisions/controls describe the
|
||||
transition ending at that boundary, null at initial boundary 0. Health updates are separate
|
||||
and never claim an uncommitted future boundary. Every transient media reference is a declared
|
||||
bus attachment held through publication admission. Ordinary snapshot publication is latest/
|
||||
bounded and never waits for a spectator to consume it.
|
||||
|
||||
Publication sequence is monotonic within publisherIncarnation. Epoch determines simulation
|
||||
timeline; router topicSequence only determines bus acceptance order. Never equate these.
|
||||
Geometry/spike mapping requires indexDigest, not merely the same number of neurons. Persistent
|
||||
AssetRefs survive release packaging; ephemeral ArtifactRefs never become permanent asset URLs.
|
||||
|
||||
## 4. Flexible data, authored UI
|
||||
|
||||
Common UI primitives should understand media, agents, controllers, typed measurements,
|
||||
progressions, collections and events. Descriptors change infrequently; values change frequently.
|
||||
Application-specific structures remain namespaced, schema-validated extensions, such as
|
||||
`pokemon.progress.v1` or `melee.match.v1`. They are not mandatory fields on every snapshot.
|
||||
|
||||
Proposed measurement vocabulary to formalize with public v2 schemas:
|
||||
|
||||
```text
|
||||
Definition: id, owner, label, kind, unit, optional range, schema revision
|
||||
Sample: id, producing scope/time, validity, value
|
||||
Validity: measured | unknown | unsupported | stale
|
||||
```
|
||||
|
||||
Kinds include number/counter, gauge, duration, state, progression and collection with typed
|
||||
item schemas. A measured zero is distinct from unknown. Stale values retain original timestamps.
|
||||
Units/ranges are metadata, not pixel sizes. Unknown optional extensions may be omitted or shown
|
||||
generically; unsupported required schemas are visible errors. No remote executable UI payloads.
|
||||
|
||||
Application state carries whatever the experience needs: progress history, featured fly,
|
||||
competition records, season state or sponsor effects. It is developed with its presentation,
|
||||
not forced into a framework-wide “show state”/tournament schema. An application can reuse
|
||||
generic components and add its own panels without changing worker/transport contracts.
|
||||
|
||||
## 5. Artifact consumption and browser boundary
|
||||
|
||||
The native presentation client is a regular bus subscriber. Its renderer may hold an extracted
|
||||
Artifact after dropping the message; the SDK delays consumption until actual use finishes.
|
||||
Latest coalescing only drops queued values. A stalled consumer is constrained by finite credits,
|
||||
owners and store budgets; it cannot make the router overwrite an in-use image.
|
||||
|
||||
The browser does not receive private owner tokens or local storage paths. A presentation
|
||||
gateway resolves/copies/encodes artifacts into its chosen browser transport and then drops
|
||||
its bus handles. That is an application-edge adapter, not a second framework communications
|
||||
stack. Compositor/encoder/recorder processes inside the application can exchange their own
|
||||
artifacts through the same bus when useful.
|
||||
|
||||
Dense spike publication is optional and identifies agent, index digest and covered ticks.
|
||||
The runtime need not publish every neuron every millisecond. Required sensory data and
|
||||
optional spectator data have distinct budgets; UI focus never changes an agent's input,
|
||||
controller assignment or an already resolved stimulation/effect target.
|
||||
|
||||
## 6. Events, persistence and recovery visibility
|
||||
|
||||
Events identify session/epoch, source boundary, episode, optional agent, kind and typed payload.
|
||||
Task events are emitted after committed transitions; capture/admission events describe their
|
||||
actual phase. Bus publish acceptance and delivery consumption are not durable acknowledgments.
|
||||
|
||||
When durability is required, call a configured event-store client/service (over the same bus)
|
||||
and await its append/commit acknowledgment under the session's configured policy. Pub/sub
|
||||
remains useful for live observers; reconnecting clients query durable history through ordinary
|
||||
RPCs. The initial conformance policy pauses at the next safe boundary if durable event
|
||||
admission/commit fails, retaining only a bounded pending batch. No hidden durable broker queue.
|
||||
|
||||
After rollback publish old/new epochs, checkpoint identity and abandoned step ranges.
|
||||
Application history can mark outcomes aborted/superseded; it does not erase records merely
|
||||
because emulator time moved backward. Media reports the corresponding discontinuity.
|
||||
|
||||
## 7. Supervisory and audience effects
|
||||
|
||||
Application supervision uses bus RPCs for configured lifecycle/intervention capabilities
|
||||
and pub/sub for application state/cues. The Twitch adapter can be a constrained bus client
|
||||
of the application's admission service; viewers/browser clients never obtain worker control.
|
||||
Legacy HTTP bridge behavior remains until deliberately migrated.
|
||||
|
||||
Effects are declared by the task/backend/profile: valid targets, parameter schema, timing,
|
||||
duration/stacking, implementation capability and outcome events. Examples include neural
|
||||
stimulation or future game items/modifiers, where verified implementations exist. Generic
|
||||
game boons and a public v2 admission schema are follow-on work; initially new-session audience
|
||||
effects remain disabled. No arbitrary controller/game-memory write endpoint is introduced.
|
||||
|
||||
```text
|
||||
requested → rejected
|
||||
→ accepted(target, epoch, earliestStep) → scheduled → applied → expired
|
||||
└─ failed / cancelled
|
||||
applied → rolled-back
|
||||
```
|
||||
|
||||
The application persists interaction identity/target and defines retry, redemption, refund
|
||||
and recovery policy. A gift is an intervention, not automatically an earned neural reward.
|
||||
Presentation cues may be immediate; simulation effects apply at declared boundaries. The
|
||||
supervisor does not bypass the complete-batch step barrier. Chat text remains presentation
|
||||
data; template-only replies/quiet mode and existing no-public-button rules continue.
|
||||
|
||||
## 8. Presentation acceptance criteria
|
||||
|
||||
- Per-agent/session stores and rate/afterglow state, not one mutable global fly.
|
||||
- Framework plus application schema streams, with descriptor repair/reconnect behavior.
|
||||
- Native view dimensions and aspect; application-controlled output resolution and composition.
|
||||
- Explicit audio ownership, timestamped overlays and bounded queues/discontinuities.
|
||||
- Last-use artifact release, cached/replay-safe references and slow-observer isolation.
|
||||
- Game-specific labels/views without Pokémon fields in generic runtime/router schemas.
|
||||
- Actual UI changes reviewed as PNGs with browser/legibility gates. This contract is not screen approval.
|
||||
212
docs/design/session-framework/state-media-v1.md
Normal file
212
docs/design/session-framework/state-media-v1.md
Normal file
|
|
@ -0,0 +1,212 @@
|
|||
# Session artifacts, native media and recovery
|
||||
|
||||
Status: **draft 2**, 2026-09-18. [Flybus](bus-v1.md) owns generic artifact storage, delivery
|
||||
ownership, retention and garbage collection. This document specifies the **domain meaning**
|
||||
of those artifacts: native observations, clock association and coherent session checkpoints.
|
||||
Read [session RPC](ipc-v1.md), [step ordering](step-v1.md) and [worker interfaces](workers-v1.md).
|
||||
|
||||
## 1. Use the bus ArtifactRef
|
||||
|
||||
Large payload fields use `ArtifactRef` from bus-v1, and every referenced artifact is listed
|
||||
in the surrounding bus attachments. There is no separate BinaryRef, buffer-region registry,
|
||||
coordinator lease endpoint, or Buffer.Release/Reclaim protocol. Profile/dataset release assets
|
||||
use `AssetRef` (a persistent content identity); transient bus ArtifactRefs are not those assets.
|
||||
|
||||
The environment publishes one immutable native image. The coordinator may forward the same
|
||||
owned handle to multiple agent Commit calls and publish it for presentation. Flybus creates
|
||||
destination ownership before releasing the source. It does not send another copy of the
|
||||
pixel bytes per recipient through its sockets.
|
||||
|
||||
An agent consumes/encodes pixels during Initialize/Commit and drops its handle when no longer
|
||||
used. A renderer may keep its extracted handle after dropping the message; the DeliveryGuard
|
||||
keeps the artifact alive until rendering has finished. A domain cached RPC result keeps its
|
||||
own handles so replay remains valid after the original recipient consumes its delivery.
|
||||
|
||||
Content digests are optional on transient live frames, mandatory on checkpoint payloads and
|
||||
persistent asset import. Ownership/index/byte-shape validation is always required. A digest
|
||||
does not replace epoch or observation-time identity.
|
||||
|
||||
## 2. Native observation types
|
||||
|
||||
```ts
|
||||
interface ViewDescriptor {
|
||||
viewId: Id;
|
||||
width: number; height: number;
|
||||
format: "rgba8"; rowStride: number;
|
||||
pixelAspect: { numerator: number; denominator: number };
|
||||
observationDelaySteps: number;
|
||||
}
|
||||
interface ViewRef { viewId: Id; producedStep: U64; pixels: ArtifactRef }
|
||||
interface AudioDescriptor {
|
||||
streamId: Id; sampleRate: number; channels: number;
|
||||
format: "f32le-interleaved";
|
||||
}
|
||||
interface AudioRef {
|
||||
streamId: Id; firstSample: U64; sampleFrames: number;
|
||||
samples: ArtifactRef; discontinuity: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
Epoch is inherited from the domain observation; the bus treats it as opaque payload. View
|
||||
dimensions are integers 1..4096, rowStride exactly 4×width, no padded rows in v1. Pixel aspect
|
||||
numerator/denominator are positive integers <=65535; observationDelaySteps is integer 0..8.
|
||||
Pixels are top-left RGBA8 and artifact length equals rowStride×height. Other formats require
|
||||
a media-schema change, not special-case code inside the router.
|
||||
|
||||
Required sensory views have producedStep equal to
|
||||
`max(0, observation.boundary - observationDelaySteps)`. Bootstrap may repeat O[0] until the
|
||||
declared pipeline delay fills. Beyond that, missing/extra-delay sensory input is a step
|
||||
failure, not an arbitrary latest frame. Observer publication may omit/coalesce frames while
|
||||
preserving each artifact's actual producing boundary.
|
||||
|
||||
Audio sampleRate is integer 8000..192000, channels 1..8, sampleFrames 0..192000 per chunk.
|
||||
Samples are finite f32; artifact length is sampleFrames×channels×4. firstSample identifies
|
||||
the sample position relative to the episode's configured audio origin, with intended PTS
|
||||
firstSample/sampleRate. Crash restore preserves sample position under a new epoch; first
|
||||
chunk marks discontinuity. Within an epoch, chunks cannot overlap or go backwards.
|
||||
|
||||
The environment provides **native game output**. Sensor transformations belong to the agent
|
||||
profile. Resizing for viewers, overlays, composition, audio mixing/resampling, encoding,
|
||||
browser delivery and streaming belong to the application/presentation layer. No bus or
|
||||
generic session configuration assumes a 1080p show or Twitch output.
|
||||
|
||||
640×480 RGBA at 60 fps produces 73.728 MB/s of raw image data. Artifact fan-out references
|
||||
one stored object; reads and any staging/seal copy still consume memory bandwidth. This is
|
||||
reasonable to measure before introducing codecs or pooled GPU buffers. Native dimensions
|
||||
come from the backend, not a hardcoded GameCube or broadcast resolution.
|
||||
|
||||
## 3. Domain retention and backpressure
|
||||
|
||||
Use the same bus call/publish API for observations and artifacts. Bus ownership tracks bytes;
|
||||
the session decides which observations are required and when they have been used.
|
||||
|
||||
| Use | Rule |
|
||||
| --- | --- |
|
||||
| Required agent input | Retain through encoding/Commit; no coalescing or overwrite |
|
||||
| Step-result replay | Retain in the endpoint's current/previous-step cache until domain eviction |
|
||||
| Spectator snapshot | Latest subscription, finite in-flight credits; release after actual use |
|
||||
| Long rendering/storage job | Explicit artifact hold with a finite byte/count budget |
|
||||
| Hot checkpoint | Coalesce only queued replaceable captures, releasing their holds |
|
||||
| Durable checkpoint | Acknowledge after durable commit; reject/defer before capture when saturated |
|
||||
|
||||
Initial session defaults: two outstanding coherent captures and at most the bus-configured
|
||||
latest/in-flight frame credits per observer. Presentation audio can target 250 ms and cap at
|
||||
one second, but that is a presentation policy, not a bus or brain-clock requirement.
|
||||
|
||||
Budget cached step observations, active agent deliveries, retained latest and spectator holds
|
||||
together. The producer dropping its handle does not free cached/queued/in-use objects.
|
||||
A slow spectator exhausts its own credits; new latest messages replace its queued value.
|
||||
If it violates configured resource policy, disconnect/restart that observer instead of freeing
|
||||
live data or silently skipping simulation input. Global store exhaustion is an explicit fault
|
||||
or pause condition; the router cannot guess that a particular live object is disposable.
|
||||
|
||||
No coordinator tracks per-reader socket acknowledgments or calls a producer's reclaim method.
|
||||
The SDK and bus perform that bookkeeping. File-backed immutable mappings are safe after
|
||||
unlink; physical pages disappear when all OS mappings close. Pooled reuse is deferred until
|
||||
it provides equivalent safety. Bare handles in history are not persistent saved bytes.
|
||||
|
||||
## 4. Checkpoint identity and content
|
||||
|
||||
Exact-checkpoint sessions capture at Ready(k) or Paused(k), after all Agent.Commit replies,
|
||||
with no Advance in flight. Block next Prepare until all participants supply immutable captures.
|
||||
|
||||
The manifest records:
|
||||
|
||||
- Envelope version, checkpoint ID and source session/epoch/step/episode/world time.
|
||||
- Coordinator scheduler/configuration identity and exact port-to-agent map.
|
||||
- Backend/content/patch/controller/parser/state-format compatibility.
|
||||
- Per-agent profile/dataset/model identities, seed, tick count/remainder and payload digests.
|
||||
- Task ledger, prior world inspection, per-agent executor state, next sensory/decision state
|
||||
or reproducible reconstruction inputs, admission state and event watermarks.
|
||||
- Payload names, lengths and hashes, including external-helper state required for exact resume.
|
||||
|
||||
Use a new envelope version; specify exact byte layout before production files. The historical
|
||||
letter-only chunk-name constraint is not silently widened, and FLYSIM01 remains separately
|
||||
readable. Persist payload **bytes and durable content identity**, not transient bus storeId,
|
||||
artifact IDs, ownership tokens, mappings or pointers.
|
||||
|
||||
A checkpoint writer owns the bus Artifact handles until bytes are committed or the job fails.
|
||||
It then drops them; durable files are outside Flybus's ephemeral GC. On restore, the durable
|
||||
store imports fresh immutable bus artifacts. sourceScope is provenance, while the new handles
|
||||
belong to the current router/store. Broker retention is never a substitute for a checkpoint.
|
||||
|
||||
## 5. State RPCs over the bus
|
||||
|
||||
Common to workers advertising checkpoint-v1:
|
||||
|
||||
```ts
|
||||
interface CaptureParams { checkpointId: Id }
|
||||
interface CaptureResult {
|
||||
checkpointId: Id; boundary: U64;
|
||||
compatibilityDigest: Digest;
|
||||
payload: ArtifactRef; // listed attachment; digest required
|
||||
}
|
||||
interface StageRestoreParams {
|
||||
checkpointId: Id; sourceScope: Scope;
|
||||
compatibilityDigest: Digest;
|
||||
payload: ArtifactRef; // newly imported owned attachment
|
||||
}
|
||||
interface StageRestoreResult { checkpointId: Id; restoreToken: Id }
|
||||
interface ActivateRestoreParams { restoreToken: Id }
|
||||
interface ActivateRestoreResult {
|
||||
committedStep: U64; checkpointId: Id;
|
||||
observation: WorldObservation | null; // environment required, agent null
|
||||
}
|
||||
```
|
||||
|
||||
State.Capture uses the committed scope. It completes after immutable capture exists, not when
|
||||
a backend save was requested. The cached reply retains its artifact until Worker.Acknowledge.
|
||||
The coordinator/writer obtains its own live ownership before acknowledging that cache.
|
||||
|
||||
State.StageRestore uses a proposed **new epoch** at source boundary k and is allowed only
|
||||
on an uninitialized replacement or a quiescent worker. Launcher configuration supplies the
|
||||
expected profile/backend identities; no implicit warm-up/reinitialization changes the saved
|
||||
brain. It validates into replacement state, without exposing mutations to the live session.
|
||||
|
||||
After every participant and coordinator state validates, State.ActivateRestore installs
|
||||
each staged token under that new scope without advancing a tick. Tokens are bound to scope/
|
||||
payload/checkpoint and can activate only once; duplicate domain requests replay the cached
|
||||
reply, while a fresh request trying to reuse an activated token is a conflict.
|
||||
|
||||
The environment returns the coherent restored observation with fresh artifact references and
|
||||
restored time. It cannot advance gameplay to manufacture it. Capture/reconstruction therefore
|
||||
covers render/inspection state and any pending sensor pipeline. Agent state agrees with it;
|
||||
do not replay reward or recalibrate merely to fill missing cached data.
|
||||
|
||||
If emulator validation requires mutation, stage a stopped replacement emulator. If that cannot
|
||||
provide externally atomic resume, advertise episode-restart, not exact-checkpoint. After all
|
||||
activation acknowledgments, install the coordinator's staged task/executor/admission state
|
||||
and establish Paused(new epoch,k). Failure during activation never permits half a group to run.
|
||||
|
||||
## 6. Durable commit, router failure and recovery
|
||||
|
||||
Write payload/envelope temporary generation, fsync, rename, fsync directory, then atomically
|
||||
write/fsync/rename the store manifest and fsync its directory. **Manifest commit is the durable
|
||||
commit point.** Unreferenced temporary generations are not automatic restore candidates.
|
||||
|
||||
Publish distinct captured/queued/committed/failed/superseded events over the same bus. Only
|
||||
durable completion produces a saved acknowledgment/high-water mark. Failed writes release
|
||||
owned ephemeral captures according to retry policy, without reporting false durability.
|
||||
|
||||
After participant/coordinator/router failure:
|
||||
|
||||
1. Stop steps, abandon the epoch and fence old participants/routes.
|
||||
2. Connect to a live router and select a complete compatible durable checkpoint.
|
||||
3. Import its payloads as new artifacts; stage/activate every participant and coordinator.
|
||||
4. Verify identity/boundary, flush old media/parser queues and publish recovery/discontinuity.
|
||||
5. Establish Paused(k), then resume only after the group invariant holds.
|
||||
|
||||
A router restart loses ephemeral topics, queues, roots and correlations. Continuing with
|
||||
old handles is invalid even if some mapped bytes survived. Reconnect is not transparent
|
||||
mid-step recovery. The durable log records old/new epochs and abandoned step ranges; rollback
|
||||
can lose post-checkpoint work. Durable input replay requires a separate application/session
|
||||
journal policy, not an exactly-once claim about Flybus.
|
||||
|
||||
## 7. Episode reset
|
||||
|
||||
Reset differs from crash restore. The application selects a policy; the coordinator records
|
||||
the old episode's result/abort and creates a new epoch/episode at step zero. World initial
|
||||
state and retained/fresh brain components are explicit. Gain retention, eligibility/hold
|
||||
clearing, calibration and first sensory input are part of the policy, tested independently.
|
||||
Legacy Pokémon ratchet behavior remains in the legacy composition. Shared competitive worlds
|
||||
never restore one player's environment independently of the other players.
|
||||
226
docs/design/session-framework/step-v1.md
Normal file
226
docs/design/session-framework/step-v1.md
Normal file
|
|
@ -0,0 +1,226 @@
|
|||
# Lockstep step protocol v1
|
||||
|
||||
Status: **draft 2**. This is the authoritative new-session ordering contract. All method
|
||||
arrows below are RPCs through the same [Flybus router](bus-v1.md); the router itself never
|
||||
implements the barrier. Read [architecture](README.md) and [session RPC](ipc-v1.md) first. Method payloads are in
|
||||
[worker interfaces](workers-v1.md).
|
||||
|
||||
## 1. Committed boundary
|
||||
|
||||
At `Ready(epoch, k)`:
|
||||
|
||||
- Environment state is at boundary `k`, with no outstanding action batch.
|
||||
- Every agent has consumed the outcome of transition `k-1 → k`, including its new encoded
|
||||
sensory input and rewards, and is ready to compute the decision for transition `k → k+1`.
|
||||
- Task ledger, action-executor state, event identity and agent tick remainders agree with `k`.
|
||||
- The current sensory observation may have a declared fixed render delay; its producing
|
||||
boundary is explicit. “Ready” does not imply latest wall-clock screenshot.
|
||||
- No normal step operation from an older boundary may mutate the session.
|
||||
|
||||
Only a committed boundary is eligible for a coherent checkpoint or normal pause. Boot/reset
|
||||
establishes the same invariant with no preceding reward. The public snapshot represents this
|
||||
boundary, not an in-progress combination of some new agent states and an old world.
|
||||
|
||||
## 2. State machine
|
||||
|
||||
```text
|
||||
Starting → Ready(k) → Preparing(k) → Applying(k) → Observing(k+1)
|
||||
↑ │
|
||||
└──────────── Ready(k+1) ← Committing(k) ┘
|
||||
|
||||
Ready(k) → Paused(k) → Ready(k)
|
||||
Ready(k) / Paused(k) → Capturing(k) → same boundary
|
||||
any unresolved partial failure → Failed → Restoring(new epoch) → Paused(k)
|
||||
terminal episode → Paused(k) → Resetting(new epoch) → Ready(0)
|
||||
```
|
||||
|
||||
`Committing(k)` refers to completing transition `k → k+1`. Requests throughout that
|
||||
transition carry `scope.step=k`; result fields identify `nextStep=k+1` where applicable.
|
||||
Do not send Agent.Commit with step `k+1` merely because the observation is newer.
|
||||
|
||||
## 3. Transaction sequence
|
||||
|
||||
### Phase A: prepare all agents concurrently
|
||||
|
||||
At Ready(k), freeze the task's per-agent decision contexts and the coordinator's admitted
|
||||
pre-step stimulation list. Inputs accepted after this cut wait for the next boundary.
|
||||
|
||||
Send `Agent.Prepare(scope=k)` to every active agent. Each worker:
|
||||
|
||||
1. Verifies its committed boundary/profile/context and applies admitted pre-step stimulation
|
||||
in deterministic command sequence order. Chat text is never included.
|
||||
2. Advances the numerical model for the environment interval, using the input encoded at
|
||||
the preceding Commit (or initialization).
|
||||
3. Reads rates and performs the fixed readout with the declared decision context.
|
||||
4. Stores and returns `PreparedDecision`; it then enters Prepared(k) and waits for Commit.
|
||||
|
||||
This operation **mutates** the brain, RNG, clock and decoder. “Prepare” does not mean a
|
||||
database transaction that can be rolled back cheaply. If another agent fails, do not ask a
|
||||
prepared agent to prepare again or advance to the next step. Resolve/recover the whole session.
|
||||
|
||||
All agents see the same environment interval and the same world boundary, with only their
|
||||
permitted view/context differences. Their completion order never affects port/action order.
|
||||
|
||||
### Phase B: build and apply one complete batch
|
||||
|
||||
After every PreparedDecision arrives:
|
||||
|
||||
1. Validate agent IDs, intent schemas and profile identities.
|
||||
2. Run each task-local action executor once, in sorted agent-ID order, against coherent current
|
||||
game state, task progress/objectives and clock from this boundary.
|
||||
Direct-control profiles use an identity executor. Macro profiles are explicit extensions.
|
||||
3. Assemble all configured port controls in descriptor port order; reject duplicates/missing
|
||||
ports. Uncontrolled ports are configured neutral before the epoch, not supplied ad hoc.
|
||||
4. Send exactly one `Environment.Advance(scope=k, batchId, controls)`.
|
||||
|
||||
The environment applies all controls at its agreed boundary, advances exactly one interval,
|
||||
and returns StepResult for `k+1`. It MUST NOT advance another interval while waiting for
|
||||
the next request. Transport/control scaffolding may have a measured fixed latency; it must
|
||||
be declared in its descriptor and conformance tests.
|
||||
|
||||
### Phase C: observe and evaluate the task
|
||||
|
||||
The coordinator receives the environment result and verifies batch identity, boundary,
|
||||
cadence, inspection schema and required sensory views. A missing spectator frame is tolerable;
|
||||
a missing required sensory input is not silently replaced.
|
||||
|
||||
Call the task's `evaluate_transition` once with old/new inspection observations and applied
|
||||
controls. It returns scoped rewards/stimulation, next decision contexts, progress/events and
|
||||
an optional episode request. Commit its ledger update in memory and retain the result for
|
||||
this transition. No task output directly writes controllers or neural state.
|
||||
|
||||
### Phase D: commit all agent outcomes concurrently
|
||||
|
||||
Send `Agent.Commit(scope=k)` with that agent's next sensory observation and routed outcomes.
|
||||
Each agent, in this order:
|
||||
|
||||
1. Encodes/installs the next sensory input for the following Prepare.
|
||||
2. Applies task-derived stimulation in returned event order.
|
||||
3. Sums that agent's reward values in returned event order and calls reinforcement once at
|
||||
its current brain time when learning is enabled. A zero sum still follows the profile's
|
||||
specified legacy-equivalent reinforce behavior; do not optimize it away without evidence.
|
||||
4. Retains the next decision context/digest and acknowledges committed boundary `k+1`.
|
||||
|
||||
There are no additional neural ticks in Commit. Sugar accepted for a future Prepare is not
|
||||
silently merged with task reward modulation. The default synthetic learning mechanism remains
|
||||
separate from the neural stimulation path.
|
||||
|
||||
Once **all** commits succeed, the coordinator advances its committed boundary to `k+1`,
|
||||
finalizes the observation snapshot and scoped events, drops no-longer-needed artifact handles and
|
||||
allows the next Prepare. If one Commit fails after others succeeded, the epoch is failed;
|
||||
there is no partial-match continuation.
|
||||
|
||||
These phases establish logical coordination, not a distributed durable two-phase commit.
|
||||
Crash recovery returns to the last complete checkpoint, not necessarily the last displayed step.
|
||||
|
||||
## 4. Sequence example
|
||||
|
||||
```text
|
||||
Coordinator Agent A Agent B Environment
|
||||
| Prepare(k) ------>| | |
|
||||
| Prepare(k) ----------------------->| |
|
||||
|<-- Prepared(A) ---| | |
|
||||
|<-- Prepared(B) --------------------| |
|
||||
| [executor + complete port batch] |
|
||||
| Advance(k, batch-x) --------------------------------->|
|
||||
|<-------------------- StepResult(k+1, batch-x) ----------|
|
||||
| [task evaluation; route each reward once] |
|
||||
| Commit(k, O[k+1], R_A) ->| | |
|
||||
| Commit(k, O[k+1], R_B) ------------>| |
|
||||
|<-- Committed(k+1) -----| | |
|
||||
|<-- Committed(k+1) -----------------| |
|
||||
| [Ready(k+1); publish; next boundary] |
|
||||
```
|
||||
|
||||
The shared camera is one immutable artifact forwarded through bus-owned deliveries; both
|
||||
workers can encode it without two renders or routing two full images through sockets.
|
||||
Domain RPC replay caches retain handles, so consumption by one client cannot invalidate a
|
||||
promised replay. Publication uses bus pub/sub and never waits for spectator consumption.
|
||||
The coordinator retains each domain request's input handles until its terminal outcome is
|
||||
resolved, beyond the shorter bus-admission lifetime, so safe domain retries still have valid
|
||||
attachments. If ownership is lost, fail/recover instead of sending bare expired references.
|
||||
The coordinator cannot publish a committed state as soon as the faster agent answers.
|
||||
|
||||
## 5. Time and pacing
|
||||
|
||||
The environment descriptor supplies a fixed reduced `stepDuration: RationalNs`. Each agent
|
||||
profile supplies `tickDuration: RationalNs`. The existing LIF adapter uses exactly one ms.
|
||||
|
||||
For each Prepare:
|
||||
|
||||
```text
|
||||
accumulator += environment step duration
|
||||
ticks = floor(accumulator / model tick duration)
|
||||
accumulator -= ticks * model tick duration
|
||||
```
|
||||
|
||||
Use checked rational/integer arithmetic; remainder is always >=0 and < one model tick.
|
||||
Do not accumulate rounded microseconds or nanoseconds for a fractional frame period.
|
||||
Persist remainder, executed tick count and warm-up offset. Language implementations must
|
||||
agree on remainder fixtures. Conversion to the legacy model's f64 millisecond clock must
|
||||
preserve its representable integral ticks; refuse a run exceeding the supported exact range.
|
||||
|
||||
Example: a synthetic 60-Hz environment with a 1-ms model tick produces 16,17,17 ticks
|
||||
over three steps, totaling 50. A real backend's measured/declared emulated cadence may
|
||||
differ; never substitute this example's duration for Game Boy or Dolphin clocks.
|
||||
|
||||
Wall time is only for pacing, health and presentation. The coordinator schedules absolute
|
||||
deadlines after committed boundaries; when behind, it omits sleep and reports lag. It does
|
||||
not skip world steps, drop neural ticks, or let one agent advance more slowly than another.
|
||||
Only one pacing authority is active. Backend throttling and coordinator pacing must be
|
||||
configured/tested so they do not unintentionally double-throttle the session.
|
||||
|
||||
First-version profiles have a fixed cadence within an epoch. Supporting variable-duration
|
||||
world advances requires a new capability and tests before enabling it.
|
||||
|
||||
## 6. Initialization, pause and episodes
|
||||
|
||||
Initialize the environment first while stopped, obtaining observation O[0]. Bootstrap the
|
||||
task and initial decision contexts, then initialize agent workers with their permitted inputs.
|
||||
Agent warm-up has learning disabled; calibration occurs on settled rates; no warm-up actions
|
||||
advance the environment. All required acknowledgments establish Ready(0).
|
||||
|
||||
A normal pause request arriving mid-step means “finish this transition, then pause.” It does
|
||||
not truncate neural computation or capture half an action batch. If completing the transition
|
||||
is impossible, use failure/recovery, not an apparently successful Pause acknowledgment.
|
||||
Paused workers retain state and answer Status; world controls do not advance the world.
|
||||
|
||||
Task terminal events are evaluated and their final rewards committed once. Before another
|
||||
gameplay transition, enter Paused and apply the declared episode policy. Reset uses a new
|
||||
epoch/episode and step 0. A profile may retain learned gains/brain state, but must identify
|
||||
exactly what is retained, cleared, warmed or recalibrated. No worker independently resets.
|
||||
|
||||
Changing port assignment, agent membership, model/profile, cadence or task schema requires
|
||||
a new composition/epoch. Hot-join and hot-swap during an active match are not v1 capabilities.
|
||||
|
||||
## 7. Failure rules
|
||||
|
||||
| Failure point | Required response |
|
||||
| --- | --- |
|
||||
| Before any Prepare admitted | Reject request/config or remain Ready; nothing advanced |
|
||||
| Some agents Prepared | Stop dispatch; resolve matching requests or fail epoch/group restore |
|
||||
| Advance acknowledgment lost | Query/retransmit same request to same incarnation; never new batch |
|
||||
| World advanced, sensory data unavailable | Fail transition; do not reward/continue using guessed input |
|
||||
| Task interpretation fails | Fail epoch; prepared brains/world already changed |
|
||||
| Some Commit replies missing | Resolve exact requests; no next world step until all committed |
|
||||
| Worker incarnation changes | All live participants belong to an invalid epoch; restore/reset together |
|
||||
| Publisher/browser disconnected | Simulation continues; bound/drop spectator work |
|
||||
| Durable storage fails | Report actual failure; apply configured pause/continue-with-stale-checkpoint policy |
|
||||
|
||||
Retries return original results; they never recompute a decision with updated rates or new
|
||||
world data. A coordinator restart has no authority to assume any remote participant's phase;
|
||||
recover from a coherent checkpoint into a new epoch or start an explicitly new episode.
|
||||
|
||||
## 8. Required trace assertions
|
||||
|
||||
The synthetic integration test must record, for every transition:
|
||||
|
||||
- Scope, Prepare request IDs, agent/profile IDs, tick counts/remainders and decision digests.
|
||||
- Complete batch ID/control digest and acknowledged world boundary.
|
||||
- Observation producing boundaries and task event/outcome IDs in order.
|
||||
- All Commit acknowledgments and published committed boundary.
|
||||
|
||||
Evaluate agents sequentially, concurrently, and in reversed dispatch/completion order. All
|
||||
committed state/action/reward results must match, excluding wall time, request IDs and other
|
||||
explicitly operational metadata. Delayed/lost/duplicate messages must not add a neural tick,
|
||||
world step, reward update or controller flush corresponding to another logical step.
|
||||
367
docs/design/session-framework/workers-v1.md
Normal file
367
docs/design/session-framework/workers-v1.md
Normal file
|
|
@ -0,0 +1,367 @@
|
|||
# Worker and task interfaces v1
|
||||
|
||||
Status: **draft 2**. Uses [Flybus](bus-v1.md) for every call/publication and the domain
|
||||
types/outcomes in [session RPC](ipc-v1.md), ordering in
|
||||
[step protocol](step-v1.md), and binary/state types in [state and media](state-media-v1.md).
|
||||
All method results below are the `result` object inside the domain result carried by a bus
|
||||
rpc.result. Large inputs/outputs use owned bus attachments, never another worker data channel.
|
||||
|
||||
## Method registry
|
||||
|
||||
| Method | Caller → receiver | State/owner |
|
||||
| --- | --- | --- |
|
||||
| `Worker.Hello` | Authorized caller → named worker service | Domain identity/capabilities after bus negotiation |
|
||||
| `Worker.Status` | Authorized caller → named worker service | Read-only; responsive during compute |
|
||||
| `Worker.Acknowledge` | Coordinator → worker | Bounded lifecycle-result retention |
|
||||
| `Worker.Shutdown` | Coordinator → worker | Terminal lifecycle request |
|
||||
| `Agent.Initialize` | Coordinator → agent | Uninitialized → Ready(0) |
|
||||
| `Agent.Prepare` | Coordinator → agent | Ready(k) → Prepared(k) |
|
||||
| `Agent.Commit` | Coordinator → agent | Prepared(k) → Ready(k+1) |
|
||||
| `Environment.Initialize` | Coordinator → environment | Uninitialized → boundary 0 |
|
||||
| `Environment.Advance` | Coordinator → environment | Boundary k → boundary k+1 |
|
||||
| `State.Capture` | Coordinator → agent/environment | Immutable snapshot of committed boundary |
|
||||
| `State.StageRestore` | Coordinator → agent/environment | Validate replacement state under new epoch |
|
||||
| `State.ActivateRestore` | Coordinator → agent/environment | Install staged state; remain quiescent |
|
||||
|
||||
State methods have payloads in [state and media](state-media-v1.md). Artifact lifetime and
|
||||
message consumption are bus operations managed by the SDK, not Worker/Coordinator methods.
|
||||
Worker.Acknowledge releases a domain result cache, distinct from consuming a bus delivery.
|
||||
Task/executor interfaces below are local library methods, not extra communication protocols.
|
||||
|
||||
## 1. Shared data model
|
||||
|
||||
```ts
|
||||
interface AssetRef {
|
||||
id: Id; digest: Digest; byteLength: U64; format: Id;
|
||||
}
|
||||
interface SensoryInput {
|
||||
boundary: U64; // environment boundary being observed
|
||||
views: ViewRef[]; // only the views this agent is allowed to consume
|
||||
structured: TypedValue | null;
|
||||
}
|
||||
interface Stimulus {
|
||||
id: Id; kindId: Id; durationMs: number;
|
||||
}
|
||||
interface Reward {
|
||||
eventId: Id; ruleId: Id; value: number;
|
||||
}
|
||||
interface AgentTelemetry {
|
||||
brainTicks: U64;
|
||||
populationRateHz: number;
|
||||
rates: { roleId: Id; hz: number }[];
|
||||
learning: { enabled: boolean; updates: U64; changed: U64; signal: number };
|
||||
}
|
||||
```
|
||||
|
||||
`AssetRef` names persistent content in a preprovisioned local registry; it is not an arbitrary path or
|
||||
URL for a worker to fetch. A profile artifact contains all effective numerical, sensory,
|
||||
readout, learning and schema identities. Dataset artifacts must already be installed and
|
||||
verified. No implicit runtime network download or latest-version selection is allowed.
|
||||
|
||||
Transient `ArtifactRef` is instead defined by Flybus and resolves only through owned handles.
|
||||
Views and structured input are separate capabilities. A pixel-only profile rejects non-null
|
||||
structured input. Max views per sensory input: 8; any individual TypedValue is at most 32 KiB
|
||||
of canonical JSON, and the complete bus envelope must fit 64 KiB. Larger typed state uses
|
||||
an explicit artifact-backed schema. Frame bytes never go into JSON.
|
||||
|
||||
`Stimulus.kindId` resolves through a profile-declared capability to an anatomical binding
|
||||
and fixed drive, including supported duration bounds. A caller cannot specify arbitrary
|
||||
neuron indices or change drive values. `durationMs` must be finite and >0. Arrays of stimuli
|
||||
or rewards are bounded to 64 per operation and retain their supplied order.
|
||||
|
||||
Rates must be finite/nonnegative, unique by role ID and in profile-defined order, at most
|
||||
64 entries. Learning values must be finite; integer counters fit U64. Reward values are
|
||||
finite; shipped positive-only task profiles reject negatives. Empty rewards do not imply a
|
||||
different numerical rule. `id`/`eventId` is unique within its outcome or command namespace;
|
||||
the coordinator assigns stable IDs before sending a mutating request.
|
||||
|
||||
## 2. Agent methods
|
||||
|
||||
### Agent.Initialize
|
||||
|
||||
Allowed only on an uninitialized agent with negotiated `agent-step-v1`. Scope is the new
|
||||
epoch at step `0`; restore uses the state interface instead of Initialize.
|
||||
|
||||
```ts
|
||||
interface AgentInitializeParams {
|
||||
agentId: Id;
|
||||
profile: AssetRef;
|
||||
seed: number; // signed 32-bit integer, matching current RNG input
|
||||
initialInput: SensoryInput;
|
||||
initialDecisionContext: TypedValue;
|
||||
workerThreads: number; // integer >=1; within launcher allocation
|
||||
}
|
||||
interface AgentInitializeResult {
|
||||
agentId: Id; profileDigest: Digest; tickDuration: RationalNs;
|
||||
warmupTicks: U64; committedStep: U64; // committedStep == "0"
|
||||
decisionContextDigest: Digest;
|
||||
telemetry: AgentTelemetry;
|
||||
}
|
||||
```
|
||||
|
||||
The profile fixes warm-up/calibration behavior and supported schema versions. Validate inputs
|
||||
and required roles before model construction. Install the initial sensory input, warm the
|
||||
brain with learning disabled, calibrate the fixed readout and establish Ready(0). Do not
|
||||
generate gameplay rewards or controls that advance the world during warm-up.
|
||||
|
||||
Seed is persisted as run configuration and state; the coordinator derives independent seeds
|
||||
from its recorded master seed and stable agent IDs under a versioned derivation algorithm.
|
||||
That algorithm is part of composition identity and MUST be specified/tested before the real
|
||||
agent slice; hand-selected explicit seeds are supported for the first synthetic composition.
|
||||
Identical explicit seeds are allowed only when the experiment intentionally declares them.
|
||||
The profile artifact digest identifies the profile definition; the capture compatibility
|
||||
digest additionally covers the resolved seed, numerical model version and effective instance
|
||||
configuration. Never assume identical profile digests make differently initialized state
|
||||
interchangeable without matching that instance configuration.
|
||||
|
||||
### Agent.Prepare
|
||||
|
||||
Allowed from Ready(k), or as an exact domain retry under the session RPC deduplication rules.
|
||||
|
||||
```ts
|
||||
interface PrepareParams {
|
||||
agentId: Id; profileDigest: Digest;
|
||||
interval: RationalNs;
|
||||
decisionContextDigest: Digest;
|
||||
preStepStimulations: Stimulus[];
|
||||
}
|
||||
interface PreparedDecision {
|
||||
agentId: Id;
|
||||
ticksAdvanced: U64; brainTicks: U64; remainder: RationalNs;
|
||||
decision: TypedValue;
|
||||
}
|
||||
```
|
||||
|
||||
Verify the cached context digest from Initialize/last Commit, expected agent/profile and
|
||||
interval. Apply pre-step stimuli, advance ticks and decode as specified by the step protocol.
|
||||
The returned decision schema is the profile's registered intent schema. It may describe a
|
||||
controller state or selected semantic action, but cannot assign a port or include hidden
|
||||
task-inspection fields. Context may mask declared available actions; it cannot change the
|
||||
readout weights, invent a default winner or inject arbitrary neural observations.
|
||||
|
||||
Successful response leaves the worker at Prepared(k). A duplicate returns the same decision,
|
||||
ticks and remainder. It MUST NOT resample randomness, repeat stimulation or calibrate again.
|
||||
|
||||
### Agent.Commit
|
||||
|
||||
Allowed only at Prepared(k), matching the current transition and exact Prepare request.
|
||||
|
||||
```ts
|
||||
interface CommitParams {
|
||||
agentId: Id;
|
||||
preparedRequestId: Id;
|
||||
nextInput: SensoryInput; // boundary == k+1
|
||||
nextDecisionContext: TypedValue;
|
||||
rewards: Reward[];
|
||||
taskStimulations: Stimulus[];
|
||||
}
|
||||
interface AgentCommitResult {
|
||||
agentId: Id; committedStep: U64; // k+1
|
||||
decisionContextDigest: Digest;
|
||||
telemetry: AgentTelemetry;
|
||||
}
|
||||
```
|
||||
|
||||
Validate the complete request and required owned artifacts before applying it. Follow exact input→
|
||||
stimulation→reinforcement ordering in the step protocol. A missing required view is an error,
|
||||
not zero input. An outcome requesting unsupported learning/stimulation is an error, not a
|
||||
silent no-op. Disabled learning is a declared profile/run state, not “unsupported.”
|
||||
|
||||
No tick is executed in Commit. Cache its response before accepting the following Prepare.
|
||||
The next context is retained for that Prepare; its canonical digest is returned and checked.
|
||||
After encoding/copying and all asynchronous use finish, the worker drops its input Artifact
|
||||
handles. The SDK consumes the delivery when the last associated guard disappears. A stored
|
||||
input pointer must retain its handle. Cached replies retain their own artifact ownership.
|
||||
|
||||
### Agent interface implementation boundary
|
||||
|
||||
An agent worker bundles numerical model, sensor encoder and readout. It need not copy the
|
||||
legacy `NeuralAgent::tick` call order: the existing service already orchestrates substeps.
|
||||
Use a small adapter over the reference primitives and preserve the new specified ordering.
|
||||
New numerical semantics require reference-first implementation and new model identities;
|
||||
this protocol is not permission to change the pinned default kernel.
|
||||
|
||||
## 3. Environment methods
|
||||
|
||||
### Controller and descriptor types
|
||||
|
||||
```ts
|
||||
interface ControllerSchema {
|
||||
schema: SchemaRef;
|
||||
buttons: Id[]; // <=32, unique, fixed order
|
||||
axes: { id: Id; range: "bipolar" | "unit"; neutral: number }[]; // <=16
|
||||
}
|
||||
interface PortControl {
|
||||
portId: Id;
|
||||
buttons: { id: Id; down: boolean }[];
|
||||
axes: { id: Id; value: number }[];
|
||||
}
|
||||
interface EnvironmentDescriptor {
|
||||
backendDigest: Digest; contentDigest: Digest; configurationDigest: Digest;
|
||||
stepDuration: RationalNs;
|
||||
ports: { portId: Id; controls: ControllerSchema }[];
|
||||
inspectionSchema: SchemaRef;
|
||||
views: ViewDescriptor[];
|
||||
audio: AudioDescriptor[];
|
||||
recovery: "exact-checkpoint" | "episode-restart";
|
||||
determinism: "fixed-build" | "unverified";
|
||||
}
|
||||
```
|
||||
|
||||
Every active port control must include every declared button and axis in descriptor order.
|
||||
All IDs must match exactly; no duplicates, extra controls or omissions. Bipolar axes are
|
||||
finite [-1,1]; unit axes [0,1]. Neutral lies in range. Do not silently clamp an out-of-range
|
||||
caller value. Hardware-specific quantization/dead zones are backend configuration, applied
|
||||
exactly once and tested against observed controls.
|
||||
|
||||
`fixed-build` asserts tested repeatability under the pinned configuration, not universal
|
||||
bit-exact behavior across CPU architectures, GPU drivers or emulator versions. Those limits
|
||||
must be in the backend implementation guide and run manifest. `unverified` cannot satisfy
|
||||
an exact-replay production composition without an explicit scope change.
|
||||
|
||||
### Environment.Initialize
|
||||
|
||||
```ts
|
||||
interface EnvironmentInitializeParams {
|
||||
backendConfig: AssetRef;
|
||||
taskConfig: AssetRef;
|
||||
episodeId: Id;
|
||||
portBindings: { portId: Id; agentId: Id }[];
|
||||
}
|
||||
interface EnvironmentInitializeResult {
|
||||
descriptor: EnvironmentDescriptor;
|
||||
observation: WorldObservation; // boundary 0, worldTime zero
|
||||
}
|
||||
interface WorldObservation {
|
||||
boundary: U64;
|
||||
worldTime: RationalNs; // logical time since episode start; preserved on crash restore
|
||||
engineFrame: string | null; // backend-defined signed counter; <=64 characters
|
||||
sensoryViews: ViewRef[];
|
||||
inspection: TypedValue;
|
||||
broadcastViews: ViewRef[];
|
||||
audio: AudioRef[];
|
||||
}
|
||||
```
|
||||
|
||||
Scope is new epoch step 0. Backend/task config artifacts identify exact game content,
|
||||
patches, initial-state/setup policy, graphics/timing/parser and controller conversion.
|
||||
No unresolved “latest” settings. Environment setup may be application-specific, but it is
|
||||
declared lifecycle scaffold, not actions attributed to a fly. The environment is stopped
|
||||
when it returns O[0] and cannot free-run during brain initialization.
|
||||
|
||||
The environment only needs backend-relevant portions of task setup, not reward rules or
|
||||
neural policies. `taskConfig` resolves a declared setup configuration; the complete task
|
||||
implementation and ledger stay in the coordinator.
|
||||
|
||||
### Environment.Advance
|
||||
|
||||
```ts
|
||||
interface AdvanceParams {
|
||||
batchId: Id;
|
||||
controls: PortControl[];
|
||||
}
|
||||
interface StepResult {
|
||||
batchId: Id;
|
||||
appliedFromStep: U64; nextStep: U64;
|
||||
appliedControlsDigest: Digest;
|
||||
observation: WorldObservation;
|
||||
}
|
||||
```
|
||||
|
||||
Validate scope k, complete controls and identities before releasing a backend input barrier.
|
||||
Batch IDs are unique within an epoch; reusing one for a different request/step is a conflict.
|
||||
Apply the complete batch to its interval and advance one framework step. Record batch ID,
|
||||
result and next boundary before acknowledging. StepResult's control digest is over validated
|
||||
canonical requested controls; backend quantization does not silently change that definition.
|
||||
Observed game-pad values, if provided, are separately schema-labeled inspection data.
|
||||
|
||||
The environment returns exactly boundary k+1, worldTime advanced by its stepDuration, and
|
||||
the required sensory views or a typed failure. An adapter with measured input latency must
|
||||
describe it in its versioned backend config and prove its frame mapping; it cannot claim an
|
||||
unmeasured same-frame response. An emulator may execute internal cycles/polls, but cannot
|
||||
hide multiple framework steps behind one result.
|
||||
|
||||
### Environment pause behavior
|
||||
|
||||
At a committed world boundary the backend already awaits the next Advance; normal session
|
||||
pause does not need a separate per-frame RPC. When an emulator requires an explicit hardware/
|
||||
CPU pause to hold that invariant, the adapter owns it and must prove it. Status/Shutdown
|
||||
remain responsive. A render/audio worker may drain already-produced data while stopped,
|
||||
but no new gameplay state may advance.
|
||||
|
||||
## 4. Coordinator-local task and executor interfaces
|
||||
|
||||
These are library interfaces in v1, not additional bus services. Equivalent typed interfaces
|
||||
may be implemented in Rust; names below specify semantics rather than compilable code.
|
||||
|
||||
```text
|
||||
Task.bootstrap(initialInspection, bindings)
|
||||
→ perAgentDecisionContexts, progress, initialEvents
|
||||
|
||||
Task.evaluate_transition(scope, oldInspection, newInspection, appliedControls)
|
||||
→ perAgentOutcomes, perAgentNextDecisionContexts, progress, events, episodeRequest
|
||||
|
||||
ActionExecutor.apply(scope, agentDecision, currentGameState, progressView, clock)
|
||||
→ ControllerIntent, executionEvents
|
||||
|
||||
Task.capture / validate_restore / install_restore
|
||||
ActionExecutor.capture / validate_restore / install_restore
|
||||
```
|
||||
|
||||
Task owns a checkpointable ledger. The coordinator calls each transition evaluation exactly
|
||||
once after its acknowledged world step and retains the output until all agent commits finish.
|
||||
If task mutation is followed by failure, restore the group; never reevaluate against a later
|
||||
observation. Task-produced outcomes are keyed by configured agent ID; unknown/missing agents
|
||||
are errors. Every agent receives explicit outcome arrays, including empty ones.
|
||||
|
||||
`ControllerIntent` contains buttons/axes conforming to the assigned port's controller schema,
|
||||
but not a port assignment. The coordinator supplies the port. Per-agent executor state is
|
||||
private; a running macro may emit controls according to its declared policy, but only after
|
||||
neural selection. The first implementation supports the stateless identity executor only.
|
||||
|
||||
The executor's currentGameState is a coherent read-only inspector view at this boundary;
|
||||
progressView supplies task history/objectives. It updates its selected action every step
|
||||
(movement, path replanning, interaction, completion), not merely replaying a blind button
|
||||
sequence. These game-aware inputs stay in the task/executor layer. For an external backend,
|
||||
they arrive as typed observation/artifact data over the same bus, not per-byte remote reads.
|
||||
|
||||
Task contexts sent to the neural readout are typed, bounded, versioned and allowlisted by its profile.
|
||||
They may express boot state or available actions. They are distinct from neural sensory
|
||||
input and broadcast telemetry. A profile using game-state features as neural input must
|
||||
explicitly declare structured sensing; the task cannot smuggle it into an opaque context.
|
||||
|
||||
Task events carry `{id, kindId, sourceStep, agentId:null|Id, payload:TypedValue}`. Event order
|
||||
is task-defined and deterministic; `sourceStep` is the newly reached boundary k+1 for a
|
||||
transition event (0 for bootstrap events). Event IDs are derived deterministically from
|
||||
epoch, source step, task/rule and event ordinal, encoded as an Id. Rewards and stimulation
|
||||
referencing these events must
|
||||
have a configured recipient. Broadcast text is generated by task/presentation templates,
|
||||
not arbitrary raw inspector memory or incoming chat.
|
||||
|
||||
`episodeRequest` is either null or `{kind:"terminal", reason:Id, outcome:TypedValue}`.
|
||||
It requests a coordinator-owned policy transition after final reward commit; it cannot reset
|
||||
the environment directly. Generic progress is a TypedValue, not mandatory Pokémon ladder data.
|
||||
|
||||
## 5. Admission and audience boundary
|
||||
|
||||
The first synthetic implementation has no audience input. Later integration maps permitted
|
||||
public requests into a coordinator admission record containing stable interaction ID, agent
|
||||
ID, accepted epoch/earliest step and profile-supported stimulus. Only the coordinator can
|
||||
place that stimulus in Prepare. Viewer names/chat never enter the neural worker contract.
|
||||
|
||||
Rate limits and target resolution occur before the step's command cut. A later-selected
|
||||
UI focus or new match cannot retarget an already accepted interaction. Bus/domain RPC deduplication
|
||||
does not itself define payment/redemption semantics across epoch recovery; a future public
|
||||
v2 contract must specify accepted/applied/rolled-back/aborted states and reconciliation before
|
||||
paid interactions are enabled. Do not inherit a claim of durable exactly-once stimulation
|
||||
from these in-memory worker request caches.
|
||||
|
||||
## 6. Health, shutdown and extensions
|
||||
|
||||
All workers implement the common Hello/Status/Shutdown/Acknowledge methods. Capture/restore
|
||||
methods are in the state contract and mandatory only when exact-checkpoint capability is
|
||||
advertised. Unsupported methods return `UNSUPPORTED`, mutation none.
|
||||
|
||||
New task-specific fields belong in registered TypedValue schemas. New worker capabilities,
|
||||
variable-duration stepping, subscriptions or additional sensor modalities require a contract
|
||||
change and shared fixtures. An unconstrained plugin dictionary is not a substitute for that.
|
||||
Loading…
Add table
Reference in a new issue