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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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## 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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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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- 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.
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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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- 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 consumer 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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- 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 private IPC if embedding would leak emulator internals into the session library.
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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.
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When implementation begins, take **FOUNDATION-01 only** as the first build task. Then review
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FOUNDATION-02's contract 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.
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892
docs/design/malecns-modular-sessions.md
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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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## 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. |
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| 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. |
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| 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. |
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||||
| 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. |
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||||
| 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. |
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||||
| 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. |
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||||
| 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. |
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||||
| Game presentation | `apps/stage/src/games/` | A useful registry already exists, but config relabels v1 counters rather than declaring independent task schemas. |
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||||
| 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.
|
||||
- **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 |
|
||||
| `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 can implement the backend through private IPC; it is not a new public action API.
|
||||
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.
|
||||
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.
|
||||
|
||||
Bandwidth becomes an architectural concern: 640×480 RGBA at 30 Hz is ~36.9 MB/s before
|
||||
framing; 1920×1080 is ~248.8 MB/s. Do not copy full-resolution raw frames per fly across
|
||||
several sockets. Start with one bounded broadcast-resolution local stream and separate
|
||||
agent input resolution; choose a compressed media transport only after measuring latency,
|
||||
CPU/GPU cost and synchronization. A telemetry protocol need not become a video codec.
|
||||
|
||||
### 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.
|
||||
|
||||
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 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.
|
||||
|
||||
For redemptions, persist the resolved target and request identity before retrying. Distinguish
|
||||
an HTTP timeout from a definite refusal: a timeout 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 process/session remains the default for fault isolation;
|
||||
a multi-agent match stays one coordinated session, not one independently supervised service
|
||||
per port. Multi-session resource placement and broadcast composition are deployment concerns.
|
||||
|
||||
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 |
|
||||
| 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 becomes transport/composition wrapper | P2 | 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; private IPC or native wrapper; record frame, ports, media, inspection and restore capability matrix | P2, can run beside P4–P6 | 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.
|
||||
747
docs/design/melee-framework-audit.md
Normal file
747
docs/design/melee-framework-audit.md
Normal file
|
|
@ -0,0 +1,747 @@
|
|||
# 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.
|
||||
|
||||
## 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
|
||||
private backend protocol
|
||||
Rust session process <----------------------------------------------> backend helper
|
||||
session clock / port ownership Python + libmelee initially
|
||||
N agent states owns Dolphin process/user dir
|
||||
sensory encoders │
|
||||
fixed readouts ├─ all controller pipes
|
||||
task events / reward router ├─ telemetry/parser
|
||||
episode policy / checkpoints └─ media + state hooks
|
||||
│ │
|
||||
├─ feed/control adapters Dolphin
|
||||
└─ durable event/checkpoint store one local match
|
||||
│
|
||||
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/native IPC only when an actual bottleneck or maintenance
|
||||
requirement justifies it.
|
||||
|
||||
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→controller state; optional declared macro lifetime | 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 |
|
||||
| `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 Minimal backend IPC
|
||||
|
||||
Specify and test a small private protocol before implementing a network-shaped abstraction:
|
||||
|
||||
```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.
|
||||
|
||||
Use a local framed socket for commands/small observations; use a bounded shared-memory ring
|
||||
or equivalent for large media. Include epoch, frame/sample identity, dimensions, format and
|
||||
generation on media references. Release/acquire ownership and slot lifetime prevent the
|
||||
backend overwriting a sensory buffer while an encoder reads it. Reconnection invalidates old
|
||||
handles; a stale frame must not be silently accepted because its byte length matches.
|
||||
|
||||
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 and can share one broadcast director.
|
||||
|
||||
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_controller_IPC
|
||||
+ 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.
|
||||
|
||||
Prefer reducing/downsampling the sensory copy close to the renderer, ideally before GPU
|
||||
readback, while preserving a separately timestamped spectator view. Benchmark against an
|
||||
ordinary CPU path before adding device-buffer interop. A shared-memory ring removes socket
|
||||
copies, not the GPU fence/readback itself. Slow viewers may drop frames; required sensory
|
||||
frames may not disappear silently from the neural run.
|
||||
|
||||
### 8.4 Benchmark ladder and decision records
|
||||
|
||||
| Run | Configuration | Question / recorded output |
|
||||
| --- | --- | --- |
|
||||
| B0 | Synthetic two-port backend, no neurons | IPC latency, one-step semantics, barriers, timeouts, media-buffer ownership |
|
||||
| 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
|
||||
|
||||
**Route A — stage receives game media.** Closest to the current architecture: backend emits
|
||||
pixels/audio, stage composites game and overlays, ffmpeg captures the page. Start the local
|
||||
prototype with bounded lower-resolution raw frames to validate semantics. If bandwidth and
|
||||
copying dominate, add a compressed local media track (for example WebRTC) while telemetry
|
||||
remains on the feed. Avoid encode→decode→encode unless its measured simplicity/latency tradeoff
|
||||
is acceptable. Browser frame presentation timestamps must align overlays with 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 v2 protocol should be able to reference media streams, not mandate all video as WS RGBA.
|
||||
|
||||
### 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 and RUNTIME-01/02; add the private IPC implementation behind `Environment` | Same legacy Game Boy traces; headless synthetic environment uses identical session API; no Melee branches in core loop |
|
||||
| **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 shared-memory generation, 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.
|
||||
Loading…
Add table
Reference in a new issue