mirror of
https://github.com/ruvnet/RuView
synced 2026-08-07 20:01:43 +00:00
d803bfe2b1
git-subtree-dir: vendor/ruvector git-subtree-split: b64c21726f2bb37286d9ee36a7869fef60cc6900
441 lines
13 KiB
Rust
441 lines
13 KiB
Rust
//! Angular and hyperspherical embeddings with π phase encoding
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//!
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//! Many embedding tricks quietly reduce to angles. Cosine similarity is
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//! literally angle-based.
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//!
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//! Using π explicitly:
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//! - Map vectors to phase space
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//! - Encode direction as multiples of π
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//! - Track angular velocity instead of Euclidean distance
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//!
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//! This is extremely friendly to 5-bit and 7-bit systems because:
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//! - Angles saturate naturally
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//! - Wraparound is meaningful
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//! - Overflow becomes topology, not error
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//!
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//! That is exactly how biological systems avoid numeric explosion.
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use crate::precision::PrecisionLane;
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use std::f32::consts::PI;
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/// Angular embedding projector
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#[derive(Debug, Clone)]
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pub struct AngularEmbedding {
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/// Precision lane
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lane: PrecisionLane,
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/// Dimension of embeddings
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dimension: usize,
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/// Phase scale (π / max_value for lane)
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phase_scale: f32,
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/// Angular velocity accumulator
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velocity: Vec<f32>,
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}
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impl AngularEmbedding {
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/// Create a new angular embedding projector
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pub fn new(lane: PrecisionLane) -> Self {
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let phase_scale = match lane {
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PrecisionLane::Bit3 => PI / 4.0,
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PrecisionLane::Bit5 => PI / 16.0,
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PrecisionLane::Bit7 => PI / 64.0,
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PrecisionLane::Float32 => 1.0,
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};
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Self {
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lane,
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dimension: 0,
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phase_scale,
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velocity: Vec::new(),
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}
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}
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/// Project Euclidean vector to angular space
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pub fn project(&self, values: &[f32]) -> Vec<f32> {
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// Compute magnitude for normalization
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let magnitude = values.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
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// Project to unit hypersphere, then to angles
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values
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.iter()
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.map(|&x| {
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let normalized = x / magnitude;
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// Map [-1, 1] to [-π, π] with phase scale
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normalized * PI * self.phase_scale
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})
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.collect()
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}
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/// Unproject from angular space to Euclidean
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pub fn unproject(&self, angles: &[f32], target_magnitude: f32) -> Vec<f32> {
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angles
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.iter()
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.map(|&angle| {
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let normalized = angle / (PI * self.phase_scale);
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normalized * target_magnitude
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})
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.collect()
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}
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/// Compute angular distance between two vectors
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pub fn angular_distance(&self, a: &[f32], b: &[f32]) -> f32 {
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if a.len() != b.len() || a.is_empty() {
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return f32::MAX;
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}
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let angles_a = self.project(a);
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let angles_b = self.project(b);
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// Sum of angular differences (with wraparound handling)
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let mut total_distance = 0.0f32;
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for (&a, &b) in angles_a.iter().zip(angles_b.iter()) {
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let diff = (a - b).abs();
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// Handle wraparound: use shorter arc
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let wrapped_diff = if diff > PI { 2.0 * PI - diff } else { diff };
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total_distance += wrapped_diff * wrapped_diff;
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}
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total_distance.sqrt()
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}
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/// Update angular velocity (for streaming embeddings)
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pub fn update_velocity(&mut self, previous: &[f32], current: &[f32]) {
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if previous.len() != current.len() {
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return;
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}
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let prev_angles = self.project(previous);
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let curr_angles = self.project(current);
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if self.velocity.is_empty() {
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self.velocity = vec![0.0; current.len()];
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self.dimension = current.len();
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}
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// Compute angular velocity (with momentum)
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let momentum = 0.9f32;
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for i in 0..self.dimension.min(self.velocity.len()) {
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let delta = curr_angles[i] - prev_angles[i];
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// Handle wraparound
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let wrapped_delta = if delta > PI {
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delta - 2.0 * PI
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} else if delta < -PI {
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delta + 2.0 * PI
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} else {
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delta
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};
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self.velocity[i] = momentum * self.velocity[i] + (1.0 - momentum) * wrapped_delta;
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}
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}
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/// Get current angular velocity
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pub fn get_velocity(&self) -> &[f32] {
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&self.velocity
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}
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/// Predict next position based on angular velocity
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pub fn predict_next(&self, current: &[f32]) -> Vec<f32> {
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let angles = self.project(current);
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if self.velocity.is_empty() {
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return current.to_vec();
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}
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let predicted_angles: Vec<f32> = angles
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.iter()
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.zip(self.velocity.iter())
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.map(|(&a, &v)| {
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let mut next = a + v;
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// Wrap to [-π, π]
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while next > PI {
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next -= 2.0 * PI;
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}
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while next < -PI {
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next += 2.0 * PI;
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}
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next
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})
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.collect();
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// Unproject with original magnitude
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let magnitude = current.iter().map(|x| x * x).sum::<f32>().sqrt();
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self.unproject(&predicted_angles, magnitude)
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}
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}
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/// Phase encoder for quantized values
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#[derive(Debug, Clone)]
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pub struct PhaseEncoder {
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/// Base frequency (multiples of π)
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base_frequency: f32,
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/// Number of harmonics
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harmonics: usize,
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/// Lookup table for fast encoding
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lut: Option<Vec<f32>>,
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}
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impl PhaseEncoder {
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/// Create a new phase encoder
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pub fn new(base_frequency: f32, harmonics: usize) -> Self {
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Self {
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base_frequency,
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harmonics,
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lut: None,
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}
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}
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/// Initialize lookup table for given quantization levels
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pub fn with_lut(mut self, levels: usize) -> Self {
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let mut lut = Vec::with_capacity(levels);
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for i in 0..levels {
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let normalized = (i as f32) / (levels - 1) as f32;
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let phase = normalized * 2.0 * PI * self.base_frequency;
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lut.push(phase.sin());
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}
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self.lut = Some(lut);
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self
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}
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/// Encode value to phase
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pub fn encode(&self, value: f32) -> f32 {
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let mut encoded = 0.0f32;
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for h in 0..self.harmonics {
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let freq = self.base_frequency * (h + 1) as f32;
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let weight = 1.0 / (h + 1) as f32; // Harmonic weights
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encoded += weight * (value * freq * PI).sin();
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}
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encoded
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}
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/// Encode quantized value using LUT
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pub fn encode_quantized(&self, level: usize) -> f32 {
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if let Some(ref lut) = self.lut {
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lut.get(level).copied().unwrap_or(0.0)
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} else {
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let normalized = level as f32 / 255.0; // Assume 8-bit max
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self.encode(normalized)
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}
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}
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/// Decode phase to approximate value
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pub fn decode(&self, phase: f32) -> f32 {
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// Inverse is approximate (lossy)
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phase.asin() / (self.base_frequency * PI)
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}
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}
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/// Hyperspherical projection for high-dimensional embeddings
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#[derive(Debug, Clone)]
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pub struct HypersphericalProjection {
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/// Input dimension
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input_dim: usize,
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/// Output spherical coordinates (n-1 angles for n dimensions)
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output_dim: usize,
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/// Precision lane
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lane: PrecisionLane,
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}
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impl HypersphericalProjection {
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/// Create a new hyperspherical projection
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pub fn new(dimension: usize, lane: PrecisionLane) -> Self {
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Self {
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input_dim: dimension,
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output_dim: dimension.saturating_sub(1),
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lane,
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}
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}
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/// Project Cartesian coordinates to hyperspherical (angles)
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pub fn to_spherical(&self, cartesian: &[f32]) -> Vec<f32> {
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if cartesian.len() < 2 {
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return vec![];
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}
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let n = cartesian.len();
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let mut angles = Vec::with_capacity(n - 1);
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// Radius (for reference, not returned)
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let r = cartesian.iter().map(|x| x * x).sum::<f32>().sqrt();
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if r < 1e-10 {
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return vec![0.0; n - 1];
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}
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// Compute angles from the last coordinate backward
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// φ₁ = arctan2(x₂, x₁)
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// φₖ = arccos(xₖ₊₁ / √(xₖ₊₁² + ... + xₙ²)) for k > 1
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// First angle (azimuthal)
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let phi_1 = cartesian[1].atan2(cartesian[0]);
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angles.push(phi_1);
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// Remaining angles (polar)
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for k in 1..(n - 1) {
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let tail_sum: f32 = cartesian[k..].iter().map(|x| x * x).sum();
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let tail_r = tail_sum.sqrt();
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if tail_r < 1e-10 {
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angles.push(0.0);
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} else {
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let phi_k = (cartesian[k] / tail_r).clamp(-1.0, 1.0).acos();
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angles.push(phi_k);
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}
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}
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angles
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}
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/// Project hyperspherical coordinates back to Cartesian
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pub fn to_cartesian(&self, angles: &[f32], radius: f32) -> Vec<f32> {
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if angles.is_empty() {
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return vec![];
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}
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let n = angles.len() + 1;
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let mut cartesian = Vec::with_capacity(n);
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// x₁ = r * sin(φₙ₋₁) * ... * sin(φ₂) * cos(φ₁)
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// x₂ = r * sin(φₙ₋₁) * ... * sin(φ₂) * sin(φ₁)
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// xₖ = r * sin(φₙ₋₁) * ... * sin(φₖ) * cos(φₖ₋₁) for k > 2
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// xₙ = r * cos(φₙ₋₁)
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let mut sin_product = radius;
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for &angle in angles.iter().rev().skip(1) {
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sin_product *= angle.sin();
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}
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// First two coordinates
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cartesian.push(sin_product * angles[0].cos());
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cartesian.push(sin_product * angles[0].sin());
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// Remaining coordinates
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sin_product = radius;
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for i in (1..angles.len()).rev() {
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sin_product *= angles[i].sin();
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cartesian.push(sin_product * angles[i - 1].cos());
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}
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// Last coordinate
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cartesian.push(radius * angles.last().unwrap_or(&0.0).cos());
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// Note: reconstruction may not be perfect for all inputs
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cartesian.truncate(n);
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cartesian
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}
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/// Compute geodesic distance on hypersphere
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pub fn geodesic_distance(&self, a: &[f32], b: &[f32]) -> f32 {
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if a.len() != b.len() || a.is_empty() {
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return f32::MAX;
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}
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// Normalize to unit sphere
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let norm_a: f32 = a.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
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let norm_b: f32 = b.iter().map(|x| x * x).sum::<f32>().sqrt().max(1e-10);
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// Compute dot product of normalized vectors
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let dot: f32 = a
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.iter()
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.zip(b.iter())
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.map(|(&x, &y)| (x / norm_a) * (y / norm_b))
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.sum();
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// Geodesic distance = arccos(dot product)
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dot.clamp(-1.0, 1.0).acos()
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_angular_embedding_project() {
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let embedding = AngularEmbedding::new(PrecisionLane::Bit5);
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let values = vec![1.0, 2.0, 3.0, 4.0];
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let angles = embedding.project(&values);
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assert_eq!(angles.len(), values.len());
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// All angles should be within bounds
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for &angle in &angles {
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assert!(angle.abs() <= PI);
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}
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}
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#[test]
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fn test_angular_embedding_roundtrip() {
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let embedding = AngularEmbedding::new(PrecisionLane::Bit7);
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let values = vec![1.0, 2.0, 3.0, 4.0];
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let magnitude = values.iter().map(|x| x * x).sum::<f32>().sqrt();
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let angles = embedding.project(&values);
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let recovered = embedding.unproject(&angles, magnitude);
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// Should approximately recover original
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for (&orig, &rec) in values.iter().zip(recovered.iter()) {
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assert!((orig - rec).abs() < 0.1, "orig={}, rec={}", orig, rec);
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}
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}
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#[test]
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fn test_angular_distance() {
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let embedding = AngularEmbedding::new(PrecisionLane::Bit5);
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let a = vec![1.0, 0.0, 0.0];
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let b = vec![0.0, 1.0, 0.0];
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let c = vec![1.0, 0.0, 0.0];
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let dist_ab = embedding.angular_distance(&a, &b);
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let dist_ac = embedding.angular_distance(&a, &c);
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assert!(dist_ac < 0.001); // Same vectors
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assert!(dist_ab > 0.0); // Different vectors
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}
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#[test]
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fn test_phase_encoder() {
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let encoder = PhaseEncoder::new(1.0, 3);
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let e1 = encoder.encode(0.0);
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let e2 = encoder.encode(0.5);
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let e3 = encoder.encode(1.0);
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// Different inputs should produce different outputs
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assert!(e1 != e2);
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assert!(e2 != e3);
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}
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#[test]
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fn test_phase_encoder_lut() {
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let encoder = PhaseEncoder::new(1.0, 1).with_lut(16);
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let e1 = encoder.encode_quantized(0);
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let e2 = encoder.encode_quantized(8);
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let e3 = encoder.encode_quantized(15);
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assert!(e1 != e2);
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assert!(e2 != e3);
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}
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#[test]
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fn test_hyperspherical_projection() {
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let proj = HypersphericalProjection::new(3, PrecisionLane::Bit5);
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let cartesian = vec![1.0, 0.0, 0.0];
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let spherical = proj.to_spherical(&cartesian);
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assert_eq!(spherical.len(), 2);
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}
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#[test]
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fn test_geodesic_distance() {
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let proj = HypersphericalProjection::new(3, PrecisionLane::Bit5);
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let a = vec![1.0, 0.0, 0.0];
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let b = vec![0.0, 1.0, 0.0];
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let c = vec![1.0, 0.0, 0.0];
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let dist_ab = proj.geodesic_distance(&a, &b);
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let dist_ac = proj.geodesic_distance(&a, &c);
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assert!(dist_ac < 0.001); // Same direction
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assert!((dist_ab - PI / 2.0).abs() < 0.001); // Orthogonal = π/2
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}
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}
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