Phase 2 of the world-model ingest: a generative interactive world whose every frame
is byte-exact. Genie / Oasis / Matrix / fal-WMA generate the next frame from an
action through a FLOAT network and stream the pixels, so the world is
non-reproducible, unmetered, ephemeral. Here the world model is integer:
frame_0 = g_s(z_0); z_{t+1} = clip( T( z_t ‖ action_t ) ); frame_{t+1} = g_s(z_{t+1})
BOTH the transition T and the synthesis g_s are int_hyper IntModels (WHM1: per-out
int12 weights, integer IGDN/leaky, all i64); the action is folded in as constant
input planes; the latent is clamped each step so the recurrence stays bounded. So
given (model, z_0, action trace) every frame is byte-identical on every machine.
Paired with wai.world.model's signed, replay-equivalent action trace (Phase 1),
both the trace AND the generated frames hash-converge — a generative interactive
world you can put in a receipt.
- src/int_world.rs (feature world_int = ["neural_int"]): reuses int_hyper_synth
run_net + decode for T and g_s; step() builds [c+A] input (latent ‖ dx/dy/btn
planes), runs T, clamps; decode() rolls the action trace → per-frame + clip hash.
- tools/wai_int_world_export.py: trains a small action-conditioned next-frame model
(E + recurrent T + g_s, free-rolled) on a navigable procedural world, PTQs T and
g_s to WHM1, runs an INTEGER reference decode mirroring the Rust loop → frame
hashes. float SNR 17.9 / integer 17.2 dB (PTQ ~lossless).
- examples/int_world_decode.rs + tests/int_world.rs (never-skip): the committed
tiny vector (z0 + an 8-action walk + the two models) regenerates 9 frames whose
per-frame + clip hash (1cc16522e5d57982) reproduce byte-for-byte. Rust == Python.
- wai-web: WorldModel{new,reset,step} stateful stepper (arrow-key live play) +
worldSessionHash (in-browser signed-trace replay → session hash); same pure-i64
decode in the browser.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
44 lines
2.3 KiB
Rust
44 lines
2.3 KiB
Rust
//! `wai.world.model` integer renderer — a generative INTERACTIVE world whose every
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//! frame is byte-exact. The committed transition + synthesis models, an initial
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//! latent, and an action walk regenerate a frame sequence whose per-frame and clip
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//! hashes reproduce on every machine — replay-equivalence for a *generated* world.
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//! Committed tiny vector under `tests/vectors/int_world/`; never skips.
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#![cfg(feature = "world_int")]
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use std::path::PathBuf;
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use wai::int_hyper_synth::IntModel;
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use wai::int_world::decode;
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fn dir() -> PathBuf {
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PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("tests/vectors/int_world")
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}
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#[test]
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fn interactive_world_regenerates_byte_for_byte() {
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let t = IntModel::from_bytes(&std::fs::read(dir().join("world_T.bin")).unwrap()).expect("transition WHM1");
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let gs = IntModel::from_bytes(&std::fs::read(dir().join("world_gs.bin")).unwrap()).expect("synthesis WHM1");
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let j: serde_json::Value =
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serde_json::from_slice(&std::fs::read(dir().join("world.json")).unwrap()).unwrap();
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let c = j["c"].as_u64().unwrap() as usize;
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let lat = j["lat"].as_u64().unwrap() as usize;
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let z0: Vec<i64> = j["z0"].as_array().unwrap().iter().map(|v| v.as_i64().unwrap()).collect();
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let actions: Vec<usize> = j["actions"].as_array().unwrap().iter().map(|v| v.as_u64().unwrap() as usize).collect();
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// From z0 + the action walk, the integer transition + synthesis regenerate the
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// frames in pure i64 — no float, no ML runtime. Each must reproduce its committed
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// hash (a 1-ULP disagreement anywhere in the conv/IGDN/transition would diverge).
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let clip = decode(&t, &gs, &z0, &actions, c, lat);
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let want = j["frame_hashes"].as_array().unwrap();
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assert_eq!(clip.frames.len(), want.len(), "frame count = initial + one per action");
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assert_eq!(clip.frames.len(), actions.len() + 1);
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for i in 0..clip.frames.len() {
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let got = format!("{:016x}", clip.frame_hash(i));
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assert_eq!(got, want[i].as_str().unwrap(), "generated frame {i} must reproduce its committed hash");
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}
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let clip_hash = format!("{:016x}", clip.clip_hash());
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assert_eq!(clip_hash, j["clip_hash"].as_str().unwrap(), "clip hash");
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println!("int_world: {} frames {}px regenerated byte-exact, clip {clip_hash}", clip.frames.len(), clip.frame_px);
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}
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