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Card 3: Shared State Loop (Deterministic Event Scheduler)
Defines deterministic event ordering for multi-character interactions in one port.
- Synchronized time with per-character state containers
- Deterministic conflict resolution (same seed β same outcome)
- Support for β₯3 active characters
"""
from dataclasses import dataclass, field
from enum import Enum
from typing import Dict, List, Optional, Any
import hashlib
import json
import logging
LOGGER = logging.getLogger(__name__)
class CharacterState(Enum):
"""Character lifecycle state."""
IDLE = "idle"
BUSY = "busy"
TRANSITIONING = "transitioning"
INTERACTING = "interacting"
class ConflictResolutionPolicy(str, Enum):
"""How to resolve conflicting interactions."""
PRIORITY_BASED = "priority_based" # Higher priority character wins
FIFO = "fifo" # First in, first out
COOLDOWN = "cooldown" # Enforce cooldown between interactions
NEGOTIATION = "negotiation" # Custom negotiation logic
@dataclass
class CharacterSegmentState:
"""Current state of a character's motion segment execution."""
character_id: str
segment_index: int # Current segment in script
frames_elapsed: int # Frames executed in current segment
total_frames: int # Total frames for current segment
is_complete: bool = False
def progress(self) -> float:
"""Return 0-1 progress through current segment."""
if self.total_frames == 0:
return 1.0
return min(1.0, self.frames_elapsed / self.total_frames)
@dataclass
class CharacterSlot:
"""Per-character state container in shared loop."""
character_id: str
skeleton_type: str
current_state: CharacterState = CharacterState.IDLE
segment_state: Optional[CharacterSegmentState] = None
# Interaction tracking
interaction_target: Optional[str] = None
last_interaction_time_ms: int = 0
interaction_cooldown_ms: int = 500 # Prevent rapid re-interactions
# Metadata
priority: int = 0 # For conflict resolution
cycle_count: int = 0 # Lifecycle counter
def is_busy(self) -> bool:
"""Check if character is currently executing motion."""
return self.current_state in [
CharacterState.BUSY,
CharacterState.TRANSITIONING,
CharacterState.INTERACTING
]
def can_interact(self, current_time_ms: int) -> bool:
"""Check if character can start new interaction."""
time_since_last = current_time_ms - self.last_interaction_time_ms
return time_since_last >= self.interaction_cooldown_ms
@dataclass
class LoopTick:
"""Single tick in the deterministic event loop."""
tick_number: int
frame_number: int
time_ms: float
fps: int = 30
# Per-tick events
character_updates: Dict[str, CharacterSlot] = field(default_factory=dict)
completed_segments: List[str] = field(default_factory=list)
interactions: List[tuple] = field(default_factory=list) # [(from_id, to_id), ...]
def get_timestamp(self) -> dict:
"""Return tick metadata for auditing."""
return {
"tick_number": self.tick_number,
"frame_number": self.frame_number,
"time_ms": self.time_ms,
"fps": self.fps,
}
class DeterministicLoop:
"""
Deterministic multi-character event loop.
Ensures:
- Same seed β same outputs (for testing replay)
- No race conditions (total determinism within single process)
- Clear conflict resolution (priority/FIFO/cooldown)
- Synchronized timeline for all characters
"""
def __init__(
self,
fps: int = 30,
seed: int = 42,
conflict_policy: ConflictResolutionPolicy = ConflictResolutionPolicy.COOLDOWN,
):
LOGGER.info(
"scheduler.loop.init.start fps=%s seed=%s conflict_policy=%s",
fps,
seed,
conflict_policy.value,
)
self.fps = fps
self.seed = seed
self.conflict_policy = conflict_policy
# Derive deterministic RNG state from seed
self._rng_state = seed
# State tracking
self.tick_number = 0
self.frame_number = 0
self.time_ms = 0.0
self.ms_per_frame = 1000.0 / fps
# Per-character state
self.characters: Dict[str, CharacterSlot] = {}
# Event log for auditing
self.tick_history: List[LoopTick] = []
LOGGER.info("scheduler.loop.init.exit")
def register_character(
self,
character_id: str,
skeleton_type: str,
priority: int = 0,
) -> None:
"""Register a character for this loop."""
LOGGER.info(
"scheduler.register_character.start character_id=%s skeleton=%s priority=%s",
character_id,
skeleton_type,
priority,
)
if character_id in self.characters:
raise ValueError(f"Character {character_id} already registered")
self.characters[character_id] = CharacterSlot(
character_id=character_id,
skeleton_type=skeleton_type,
priority=priority,
)
LOGGER.info("scheduler.register_character.exit character_id=%s", character_id)
def _deterministic_rng(self) -> float:
"""Generate deterministic pseudo-random number (0-1)."""
# Simple linear congruential generator seeded with loop state
self._rng_state = (self._rng_state * 1103515245 + 12345) & 0x7fffffff
return (self._rng_state / 0x7fffffff)
def _resolve_conflict(
self,
char1_id: str,
char2_id: str,
) -> str:
"""
Deterministically resolve conflict between two characters.
Returns: character_id that wins the interaction.
"""
char1 = self.characters[char1_id]
char2 = self.characters[char2_id]
if self.conflict_policy == ConflictResolutionPolicy.PRIORITY_BASED:
# Higher priority wins
if char1.priority > char2.priority:
return char1_id
elif char2.priority > char1.priority:
return char2_id
# Equal priority: use deterministic tiebreaker (alphabetical)
return min(char1_id, char2_id)
elif self.conflict_policy == ConflictResolutionPolicy.FIFO:
# Earlier interaction time wins
if char1.last_interaction_time_ms < char2.last_interaction_time_ms:
return char1_id
else:
return char2_id
elif self.conflict_policy == ConflictResolutionPolicy.COOLDOWN:
# Both can interact if cooldown satisfied
char1_ready = char1.can_interact(int(self.time_ms))
char2_ready = char2.can_interact(int(self.time_ms))
if char1_ready and not char2_ready:
return char1_id
elif char2_ready and not char1_ready:
return char2_id
# Both or neither ready: use priority tiebreaker
if char1.priority > char2.priority:
return char1_id
else:
return char2_id
else: # NEGOTIATION (placeholder)
return min(char1_id, char2_id)
def advance_tick(
self,
character_motions: Dict[str, Dict[str, Any]],
) -> LoopTick:
"""
Advance one tick forward with deterministic character updates.
Args:
character_motions: Dict[character_id] β motion data for this frame
Returns:
LoopTick with event history for this frame
"""
LOGGER.info(
"scheduler.advance_tick.start tick=%s frame=%s chars=%s motions=%s",
self.tick_number,
self.frame_number,
len(self.characters),
len(character_motions),
)
tick = LoopTick(
tick_number=self.tick_number,
frame_number=self.frame_number,
time_ms=self.time_ms,
fps=self.fps,
)
# 1. Update character segment states (deterministic progression)
for char_id, char_slot in self.characters.items():
if char_slot.segment_state is None:
continue
# Advance frame counter
char_slot.segment_state.frames_elapsed += 1
# Check if segment complete
if char_slot.segment_state.frames_elapsed >= char_slot.segment_state.total_frames:
char_slot.segment_state.is_complete = True
tick.completed_segments.append(char_id)
char_slot.current_state = CharacterState.IDLE
else:
char_slot.current_state = CharacterState.BUSY
tick.character_updates[char_id] = char_slot
# 2. Detect and resolve conflicts
pending_interactions = []
for char_id, char_slot in self.characters.items():
if char_slot.interaction_target:
pending_interactions.append((char_id, char_slot.interaction_target))
# Resolve conflicts deterministically
for char1_id, char2_id in pending_interactions:
winner_id = self._resolve_conflict(char1_id, char2_id)
tick.interactions.append((winner_id, char2_id if winner_id == char1_id else char1_id))
# Update last interaction time
self.characters[winner_id].last_interaction_time_ms = int(self.time_ms)
# 3. Advance time
self.tick_number += 1
self.frame_number += 1
self.time_ms += self.ms_per_frame
# 4. Record tick
self.tick_history.append(tick)
LOGGER.info(
"scheduler.advance_tick.exit tick=%s completed=%s interactions=%s",
tick.tick_number,
len(tick.completed_segments),
len(tick.interactions),
)
return tick
def get_state_hash(self) -> str:
"""
Compute deterministic hash of current loop state.
Used for seeded replay verification:
Same seed β same state hash at corresponding tick.
"""
state_dict = {
"tick_number": self.tick_number,
"frame_number": self.frame_number,
"time_ms": self.time_ms,
"rng_state": self._rng_state,
"characters": {
char_id: {
"state": char_slot.current_state.value,
"frames_elapsed": char_slot.segment_state.frames_elapsed if char_slot.segment_state else 0,
}
for char_id, char_slot in self.characters.items()
}
}
state_json = json.dumps(state_dict, sort_keys=True)
return hashlib.sha256(state_json.encode()).hexdigest()[:16]
def reset(self) -> None:
"""Reset loop to initial state (for replay)."""
LOGGER.info(
"scheduler.reset.start tick=%s frame=%s registered_chars=%s",
self.tick_number,
self.frame_number,
len(self.characters),
)
self.tick_number = 0
self.frame_number = 0
self.time_ms = 0.0
self._rng_state = self.seed
self.tick_history = []
for char_slot in self.characters.values():
char_slot.current_state = CharacterState.IDLE
char_slot.segment_state = None
LOGGER.info("scheduler.reset.exit")
# ============================================================================
# Deterministic Test Scenarios
# ============================================================================
def two_character_interaction_scenario() -> tuple[DeterministicLoop, List[dict]]:
"""
Test scenario: Two characters dancing with synchronized transitions.
Returns:
(loop, motion_frames_per_char)
"""
loop = DeterministicLoop(fps=30, seed=42)
# Register characters
loop.register_character("dancer1", "soma", priority=1)
loop.register_character("dancer2", "soma", priority=1)
# Simulate 2 segments x 30 frames each = 60 frames total
motion_sequence = [
{
"dancer1": {"action": "walk_forward", "frame": i} for i in range(30)
},
{
"dancer2": {"action": "follow", "frame": i} for i in range(30)
},
]
return loop, motion_sequence
def three_character_scenario() -> tuple[DeterministicLoop, List[dict]]:
"""
Test scenario: Three characters with controlled interactions.
Returns:
(loop, motion_frames)
"""
loop = DeterministicLoop(fps=30, seed=43, conflict_policy=ConflictResolutionPolicy.PRIORITY_BASED)
# Register with different priorities
loop.register_character("leader", "soma", priority=3)
loop.register_character("follower1", "soma", priority=2)
loop.register_character("follower2", "soma", priority=1)
motion_sequence = [
{
"leader": {"action": "lead", "frame": i},
"follower1": {"action": "follow", "frame": i},
"follower2": {"action": "match", "frame": i},
}
for i in range(60)
]
return loop, motion_sequence
def test_deterministic_replay():
"""
Verify deterministic replay: same seed produces identical state hashes.
"""
print("=== Card 3: Deterministic Loop Test ===\n")
# Scenario 1: Two-character deterministic replay
print("Test 1: Two-character deterministic replay")
loop1, motions1 = two_character_interaction_scenario()
loop2, motions2 = two_character_interaction_scenario()
hashes1 = []
hashes2 = []
for tick_num in range(60):
loop1.advance_tick({})
loop2.advance_tick({})
hash1 = loop1.get_state_hash()
hash2 = loop2.get_state_hash()
hashes1.append(hash1)
hashes2.append(hash2)
if hashes1 == hashes2:
print("β Deterministic replay (2-char): PASS")
else:
print(f"β Deterministic replay (2-char): FAIL")
print(f" Mismatch at frame: {[i for i, (h1, h2) in enumerate(zip(hashes1, hashes2)) if h1 != h2]}")
print()
# Scenario 2: Three-character with priority conflict resolution
print("Test 2: Three-character priority-based conflict resolution")
loop3, motions3 = three_character_scenario()
loop4, motions4 = three_character_scenario()
hashes3 = []
hashes4 = []
for tick_num in range(60):
loop3.advance_tick({})
loop4.advance_tick({})
hash3 = loop3.get_state_hash()
hash4 = loop4.get_state_hash()
hashes3.append(hash3)
hashes4.append(hash4)
if hashes3 == hashes4:
print("β Deterministic replay (3-char): PASS")
else:
print(f"β Deterministic replay (3-char): FAIL")
print()
# Scenario 3: Different seed produces different hashes
print("Test 3: Different seed produces different outcome")
loop_seed42, _ = two_character_interaction_scenario()
loop_seed99 = DeterministicLoop(fps=30, seed=99)
loop_seed99.register_character("dancer1", "soma", priority=1)
loop_seed99.register_character("dancer2", "soma", priority=1)
hashes42 = []
hashes99 = []
for tick_num in range(30):
loop_seed42.advance_tick({})
loop_seed99.advance_tick({})
hashes42.append(loop_seed42.get_state_hash())
hashes99.append(loop_seed99.get_state_hash())
if hashes42 != hashes99:
print("β Different seeds produce different outcomes: PASS")
else:
print("β Different seeds should differ: FAIL")
print()
print("=== All Deterministic Tests Complete ===")
if __name__ == "__main__":
test_deterministic_replay()
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