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ruvnet--RuView/crates/ruvector-sparse-inference/src/pi/angular.rs
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Rust

//! Angular and hyperspherical embeddings with π phase encoding
//!
//! Many embedding tricks quietly reduce to angles. Cosine similarity is
//! literally angle-based.
//!
//! Using π explicitly:
//! - Map vectors to phase space
//! - Encode direction as multiples of π
//! - Track angular velocity instead of Euclidean distance
//!
//! This is extremely friendly to 5-bit and 7-bit systems because:
//! - Angles saturate naturally
//! - Wraparound is meaningful
//! - Overflow becomes topology, not error
//!
//! That is exactly how biological systems avoid numeric explosion.
use crate::precision::PrecisionLane;
use std::f32::consts::PI;
/// Angular embedding projector
#[derive(Debug, Clone)]
pub struct AngularEmbedding {
/// Precision lane
lane: PrecisionLane,
/// Dimension of embeddings
dimension: usize,
/// Phase scale (π / max_value for lane)
phase_scale: f32,
/// Angular velocity accumulator
velocity: Vec<f32>,
}
impl AngularEmbedding {
/// Create a new angular embedding projector
pub fn new(lane: PrecisionLane) -> Self {
let phase_scale = match lane {
PrecisionLane::Bit3 => PI / 4.0,
PrecisionLane::Bit5 => PI / 16.0,
PrecisionLane::Bit7 => PI / 64.0,
PrecisionLane::Float32 => 1.0,
};
Self {
lane,
dimension: 0,
phase_scale,
velocity: Vec::new(),
}
}
/// Project Euclidean vector to angular space
pub fn project(&self, values: &[f32]) -> Vec<f32> {
// Compute magnitude for normalization
let magnitude = values.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
// Project to unit hypersphere, then to angles
values
.iter()
.map(|&x| {
let normalized = x / magnitude;
// Map [-1, 1] to [-π, π] with phase scale
normalized * PI * self.phase_scale
})
.collect()
}
/// Unproject from angular space to Euclidean
pub fn unproject(&self, angles: &[f32], target_magnitude: f32) -> Vec<f32> {
angles
.iter()
.map(|&angle| {
let normalized = angle / (PI * self.phase_scale);
normalized * target_magnitude
})
.collect()
}
/// Compute angular distance between two vectors
pub fn angular_distance(&self, a: &[f32], b: &[f32]) -> f32 {
if a.len() != b.len() || a.is_empty() {
return f32::MAX;
}
let angles_a = self.project(a);
let angles_b = self.project(b);
// Sum of angular differences (with wraparound handling)
let mut total_distance = 0.0f32;
for (&a, &b) in angles_a.iter().zip(angles_b.iter()) {
let diff = (a - b).abs();
// Handle wraparound: use shorter arc
let wrapped_diff = if diff > PI { 2.0 * PI - diff } else { diff };
total_distance += wrapped_diff * wrapped_diff;
}
total_distance.sqrt()
}
/// Update angular velocity (for streaming embeddings)
pub fn update_velocity(&mut self, previous: &[f32], current: &[f32]) {
if previous.len() != current.len() {
return;
}
let prev_angles = self.project(previous);
let curr_angles = self.project(current);
if self.velocity.is_empty() {
self.velocity = vec![0.0; current.len()];
self.dimension = current.len();
}
// Compute angular velocity (with momentum)
let momentum = 0.9f32;
for i in 0..self.dimension.min(self.velocity.len()) {
let delta = curr_angles[i] - prev_angles[i];
// Handle wraparound
let wrapped_delta = if delta > PI {
delta - 2.0 * PI
} else if delta < -PI {
delta + 2.0 * PI
} else {
delta
};
self.velocity[i] = momentum * self.velocity[i] + (1.0 - momentum) * wrapped_delta;
}
}
/// Get current angular velocity
pub fn get_velocity(&self) -> &[f32] {
&self.velocity
}
/// Predict next position based on angular velocity
pub fn predict_next(&self, current: &[f32]) -> Vec<f32> {
let angles = self.project(current);
if self.velocity.is_empty() {
return current.to_vec();
}
let predicted_angles: Vec<f32> = angles
.iter()
.zip(self.velocity.iter())
.map(|(&a, &v)| {
let mut next = a + v;
// Wrap to [-π, π]
while next > PI {
next -= 2.0 * PI;
}
while next < -PI {
next += 2.0 * PI;
}
next
})
.collect();
// Unproject with original magnitude
let magnitude = current.iter().map(|x| x * x).sum::<f32>().sqrt();
self.unproject(&predicted_angles, magnitude)
}
}
/// Phase encoder for quantized values
#[derive(Debug, Clone)]
pub struct PhaseEncoder {
/// Base frequency (multiples of π)
base_frequency: f32,
/// Number of harmonics
harmonics: usize,
/// Lookup table for fast encoding
lut: Option<Vec<f32>>,
}
impl PhaseEncoder {
/// Create a new phase encoder
pub fn new(base_frequency: f32, harmonics: usize) -> Self {
Self {
base_frequency,
harmonics,
lut: None,
}
}
/// Initialize lookup table for given quantization levels
pub fn with_lut(mut self, levels: usize) -> Self {
let mut lut = Vec::with_capacity(levels);
for i in 0..levels {
let normalized = (i as f32) / (levels - 1) as f32;
let phase = normalized * 2.0 * PI * self.base_frequency;
lut.push(phase.sin());
}
self.lut = Some(lut);
self
}
/// Encode value to phase
pub fn encode(&self, value: f32) -> f32 {
let mut encoded = 0.0f32;
for h in 0..self.harmonics {
let freq = self.base_frequency * (h + 1) as f32;
let weight = 1.0 / (h + 1) as f32; // Harmonic weights
encoded += weight * (value * freq * PI).sin();
}
encoded
}
/// Encode quantized value using LUT
pub fn encode_quantized(&self, level: usize) -> f32 {
if let Some(ref lut) = self.lut {
lut.get(level).copied().unwrap_or(0.0)
} else {
let normalized = level as f32 / 255.0; // Assume 8-bit max
self.encode(normalized)
}
}
/// Decode phase to approximate value
pub fn decode(&self, phase: f32) -> f32 {
// Inverse is approximate (lossy)
phase.asin() / (self.base_frequency * PI)
}
}
/// Hyperspherical projection for high-dimensional embeddings
#[derive(Debug, Clone)]
pub struct HypersphericalProjection {
/// Input dimension
input_dim: usize,
/// Output spherical coordinates (n-1 angles for n dimensions)
output_dim: usize,
/// Precision lane
lane: PrecisionLane,
}
impl HypersphericalProjection {
/// Create a new hyperspherical projection
pub fn new(dimension: usize, lane: PrecisionLane) -> Self {
Self {
input_dim: dimension,
output_dim: dimension.saturating_sub(1),
lane,
}
}
/// Project Cartesian coordinates to hyperspherical (angles)
pub fn to_spherical(&self, cartesian: &[f32]) -> Vec<f32> {
if cartesian.len() < 2 {
return vec![];
}
let n = cartesian.len();
let mut angles = Vec::with_capacity(n - 1);
// Radius (for reference, not returned)
let r = cartesian.iter().map(|x| x * x).sum::<f32>().sqrt();
if r < 1e-10 {
return vec![0.0; n - 1];
}
// Compute angles from the last coordinate backward
// φ₁ = arctan2(x₂, x₁)
// φₖ = arccos(xₖ₊₁ / √(xₖ₊₁² + ... + xₙ²)) for k > 1
// First angle (azimuthal)
let phi_1 = cartesian[1].atan2(cartesian[0]);
angles.push(phi_1);
// Remaining angles (polar)
for k in 1..(n - 1) {
let tail_sum: f32 = cartesian[k..].iter().map(|x| x * x).sum();
let tail_r = tail_sum.sqrt();
if tail_r < 1e-10 {
angles.push(0.0);
} else {
let phi_k = (cartesian[k] / tail_r).clamp(-1.0, 1.0).acos();
angles.push(phi_k);
}
}
angles
}
/// Project hyperspherical coordinates back to Cartesian
pub fn to_cartesian(&self, angles: &[f32], radius: f32) -> Vec<f32> {
if angles.is_empty() {
return vec![];
}
let n = angles.len() + 1;
let mut cartesian = Vec::with_capacity(n);
// x₁ = r * sin(φₙ₋₁) * ... * sin(φ₂) * cos(φ₁)
// x₂ = r * sin(φₙ₋₁) * ... * sin(φ₂) * sin(φ₁)
// xₖ = r * sin(φₙ₋₁) * ... * sin(φₖ) * cos(φₖ₋₁) for k > 2
// xₙ = r * cos(φₙ₋₁)
let mut sin_product = radius;
for &angle in angles.iter().rev().skip(1) {
sin_product *= angle.sin();
}
// First two coordinates
cartesian.push(sin_product * angles[0].cos());
cartesian.push(sin_product * angles[0].sin());
// Remaining coordinates
sin_product = radius;
for i in (1..angles.len()).rev() {
sin_product *= angles[i].sin();
cartesian.push(sin_product * angles[i - 1].cos());
}
// Last coordinate
cartesian.push(radius * angles.last().unwrap_or(&0.0).cos());
// Note: reconstruction may not be perfect for all inputs
cartesian.truncate(n);
cartesian
}
/// Compute geodesic distance on hypersphere
pub fn geodesic_distance(&self, a: &[f32], b: &[f32]) -> f32 {
if a.len() != b.len() || a.is_empty() {
return f32::MAX;
}
// Normalize to unit sphere
let norm_a: f32 = a.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
let norm_b: f32 = b.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
// Compute dot product of normalized vectors
let dot: f32 = a
.iter()
.zip(b.iter())
.map(|(&x, &y)| (x / norm_a) * (y / norm_b))
.sum();
// Geodesic distance = arccos(dot product)
dot.clamp(-1.0, 1.0).acos()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_angular_embedding_project() {
let embedding = AngularEmbedding::new(PrecisionLane::Bit5);
let values = vec![1.0, 2.0, 3.0, 4.0];
let angles = embedding.project(&values);
assert_eq!(angles.len(), values.len());
// All angles should be within bounds
for &angle in &angles {
assert!(angle.abs() <= PI);
}
}
#[test]
fn test_angular_embedding_roundtrip() {
let embedding = AngularEmbedding::new(PrecisionLane::Bit7);
let values = vec![1.0, 2.0, 3.0, 4.0];
let magnitude = values.iter().map(|x| x * x).sum::<f32>().sqrt();
let angles = embedding.project(&values);
let recovered = embedding.unproject(&angles, magnitude);
// Should approximately recover original
for (&orig, &rec) in values.iter().zip(recovered.iter()) {
assert!((orig - rec).abs() < 0.1, "orig={}, rec={}", orig, rec);
}
}
#[test]
fn test_angular_distance() {
let embedding = AngularEmbedding::new(PrecisionLane::Bit5);
let a = vec![1.0, 0.0, 0.0];
let b = vec![0.0, 1.0, 0.0];
let c = vec![1.0, 0.0, 0.0];
let dist_ab = embedding.angular_distance(&a, &b);
let dist_ac = embedding.angular_distance(&a, &c);
assert!(dist_ac < 0.001); // Same vectors
assert!(dist_ab > 0.0); // Different vectors
}
#[test]
fn test_phase_encoder() {
let encoder = PhaseEncoder::new(1.0, 3);
let e1 = encoder.encode(0.0);
let e2 = encoder.encode(0.5);
let e3 = encoder.encode(1.0);
// Different inputs should produce different outputs
assert!(e1 != e2);
assert!(e2 != e3);
}
#[test]
fn test_phase_encoder_lut() {
let encoder = PhaseEncoder::new(1.0, 1).with_lut(16);
let e1 = encoder.encode_quantized(0);
let e2 = encoder.encode_quantized(8);
let e3 = encoder.encode_quantized(15);
assert!(e1 != e2);
assert!(e2 != e3);
}
#[test]
fn test_hyperspherical_projection() {
let proj = HypersphericalProjection::new(3, PrecisionLane::Bit5);
let cartesian = vec![1.0, 0.0, 0.0];
let spherical = proj.to_spherical(&cartesian);
assert_eq!(spherical.len(), 2);
}
#[test]
fn test_geodesic_distance() {
let proj = HypersphericalProjection::new(3, PrecisionLane::Bit5);
let a = vec![1.0, 0.0, 0.0];
let b = vec![0.0, 1.0, 0.0];
let c = vec![1.0, 0.0, 0.0];
let dist_ab = proj.geodesic_distance(&a, &b);
let dist_ac = proj.geodesic_distance(&a, &c);
assert!(dist_ac < 0.001); // Same direction
assert!((dist_ab - PI / 2.0).abs() < 0.001); // Orthogonal = π/2
}
}