Files
human-experience-filter-art/player/alteration.py
T
BenStullsBets c3aa419c53 feat(sim): emotions are a right-brain output (Right knob alone)
The affect channel previously gated on BOTH knobs (strength = min(left, right)),
so the analytical Left brain co-controlled the emotion words. Per operator
direction, emotions are now driven by the Right (dreamlike) knob ALONE — Left no
longer gates them. This sharpens the split: Left = measurement (detections +
measurements), Right = the dream AND the feeling it evokes.

- player/alteration.py: `_affect_strength(right) = right` (was min(left,right));
  `_affect_intensity` keyed off Right. AffectOverlay + is_identity docs updated
  (is_identity still holds: right>0 ⇒ dream.strength>0).
- simulator/static/app.js: renderAffect comments (gating is Right via `strength`);
  the client logic already keyed min_level/tier off the passed strength + right.
- Affect design spec: revision note + every min(left,right) → right.
- Tests rewritten: affect is Right-driven (full Right + Left 0 surfaces affect;
  Right 0 + Left 4 surfaces none).

271 passed, 2 skipped. Live API verified: left=0/right=4 → strength 4; left=4/
right=0 → strength 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 04:29:21 -07:00

188 lines
6.9 KiB
Python

"""The alteration engine: a knob vector -> a layered RenderPlan (design §4, §5).
Right axis (reframed session 0013): a DETERMINISTIC, real-time dream applied live
to the base footage — a STILL altered state, not the old pre-baked SD variant that
churned across the loop (Right-axis dream design,
docs/superpowers/specs/2026-06-22-right-axis-deterministic-dream-design.md). The
Left axis carries its knob LEVEL so a runtime annotation track can pick which
labels show, and a frozen `Calibration` parameterizes the knob->strength gains so
they can be tuned by eye in the simulator and baked into DEFAULT_CALIBRATION.
Layers compose per §4.2:
- Substrate: ColorGrade (Dark/Light mood, center = identity §5) + the Right Dream
(deterministic luminous haze, applied client-side from `dream.intensity`).
- Overlay: AnalyticalOverlay (Left) + the affect channel, composited on top.
Left and Right stack (different layers); Dark/Light are the two poles of one
mood grade.
"""
from __future__ import annotations
from dataclasses import dataclass
from hef.selection import Coordinate
KNOB_MAX = 4 # knob full-scale (0..4)
def _clamp(x: float, lo: float, hi: float) -> float:
return max(lo, min(hi, x))
@dataclass(frozen=True)
class Calibration:
"""Tunable knob->strength curves (settled by eye in the sim, then baked).
- mood_gain: scales the signed Dark/Light tone (result clamped to [-1, 1]).
- overlay_gain: scales the Left overlay (and affect) intensity (clamped [0, 1]).
- dream_gain: scales the Right deterministic-dream intensity (clamped [0, 1]).
"""
mood_gain: float = 1.0
overlay_gain: float = 1.0
dream_gain: float = 1.0
# The LOCKED calibration (session 0010, 2026-06-07) — settled by eye in the
# simulator, closing the open session-0006 knob->strength decision. Convention:
# every experience knob runs 0 = off .. 4 = max, and equal Dark/Light = identity
# (raw footage); there is no "centered at 2 = no push" coordinate.
# - mood_gain = 1.0: full Dark/Light knob reaches the full mood grade. By-eye
# evidence (POC renders + sim, after the dark-grade fix this session) shows
# full tilt is peaceful on every axis, so no softening is warranted.
# - overlay_gain = 1.0: full Left = opacity 1.0; the HUD is legible, not
# overwhelming, sitting above the grade.
# - dream_gain = 1.0: full Right = dream intensity 1.0; the deterministic
# luminous haze (Right-axis dream design, session 0013) reaches full strength.
# These are unity by deliberate choice, not as placeholders. The gains stay
# parameterized so a different feel is one edit away; test_default_calibration_is_locked
# guards the values from drifting silently.
DEFAULT_CALIBRATION = Calibration(
mood_gain=1.0,
overlay_gain=1.0,
dream_gain=1.0,
)
@dataclass(frozen=True)
class ColorGrade:
"""Mood-axis grade (§5). `tone` is signed: >0 warm yellow->white (light),
<0 cool blue->black (dark), 0 = identity (raw, ungraded)."""
tone: float
@property
def is_identity(self) -> bool:
return self.tone == 0.0
@dataclass(frozen=True)
class AnalyticalOverlay:
"""Left axis (§4.1): analytical HUD/annotation, composited on top at runtime.
`level` is the Left knob (0..4); a runtime annotation track uses it to pick
which labels appear. `intensity` 0..1 is the overlay opacity/strength."""
level: int
intensity: float
@dataclass(frozen=True)
class AffectOverlay:
"""Affect channel (RIGHT brain): emotion-words surfaced by the Right (dreamlike)
knob alone — the analytical Left knob does NOT gate them. `strength` is the Right
knob (0..4) — a runtime affect track picks which feeling words appear by it;
`intensity` 0..1 is their opacity. Feeling is the right brain's output, surfaced
as the machine's felt reading (affect-channel design, session 0013; Right-only
since session 0018)."""
strength: int
intensity: float
@dataclass(frozen=True)
class Dream:
"""Right axis: a deterministic, real-time dream applied live to the base
footage — a STILL altered state (Right-axis dream design, session 0013),
NOT the old pre-baked SD variant that churned across the loop. `strength` is
the Right knob (0..4); `intensity` 0..1 is the dream's strength (the client
maps it to the luminous-haze look, the way it maps `grade.tone` to a filter)."""
strength: int
intensity: float
@dataclass(frozen=True)
class RenderPlan:
"""The full layered alteration for one knob vector (§4.2)."""
grade: ColorGrade
overlay: AnalyticalOverlay
affect: AffectOverlay
dream: Dream
@property
def is_identity(self) -> bool:
"""True when the plan leaves the neutral base un-altered. Affect needs no
clause: `affect.strength == right`, and `right > 0` already makes
`dream.strength > 0`, so an active-affect plan is non-identity via the
dream check below."""
return (
self.grade.is_identity
and self.overlay.level == 0
and self.dream.strength == 0
)
def _overlay_intensity(left: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * left / KNOB_MAX, 0.0, 1.0)
def _affect_strength(right: int) -> int:
"""Affect is a RIGHT-brain output: the emotion channel is driven by the Right
(dreamlike) knob alone — the analytical Left knob no longer gates it."""
return right
def _affect_intensity(right: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * _affect_strength(right) / KNOB_MAX, 0.0, 1.0)
def _dream_intensity(right: int, cal: Calibration) -> float:
return _clamp(cal.dream_gain * right / KNOB_MAX, 0.0, 1.0)
def _mood_tone(dark: int, light: int, cal: Calibration) -> float:
return _clamp(cal.mood_gain * (light - dark) / KNOB_MAX, -1.0, 1.0)
def plan_alteration(
coord: Coordinate, calibration: Calibration = DEFAULT_CALIBRATION
) -> RenderPlan:
"""Map a knob vector to its layered RenderPlan (design §4)."""
return RenderPlan(
grade=ColorGrade(tone=_mood_tone(coord.dark, coord.light, calibration)),
overlay=AnalyticalOverlay(
level=coord.left,
intensity=_overlay_intensity(coord.left, calibration),
),
affect=AffectOverlay(
strength=_affect_strength(coord.right),
intensity=_affect_intensity(coord.right, calibration),
),
dream=Dream(
strength=coord.right,
intensity=_dream_intensity(coord.right, calibration),
),
)
def render_plan_to_dict(plan: RenderPlan) -> dict:
"""JSON-serializable form for the simulator API."""
return {
"grade": {"tone": plan.grade.tone},
"overlay": {"level": plan.overlay.level, "intensity": plan.overlay.intensity},
"affect": {"strength": plan.affect.strength, "intensity": plan.affect.intensity},
"dream": {"strength": plan.dream.strength, "intensity": plan.dream.intensity},
"is_identity": plan.is_identity,
}