""" LOGOS Fractal-Galois Engine (Advanced Implementation) Quadtree-based interpreter with GF(4) arithmetic core For hierarchical 16K → 512B decomposition """ import numpy as np from enum import Enum import logging class GF4: """Galois Field GF(4) operations on 2-bit pairs""" # GF(4) addition table (XOR-like) ADD_TABLE = [ [0, 1, 2, 3], # 00 + {00,01,10,11} [1, 0, 3, 2], # 01 + {00,01,10,11} [2, 3, 0, 1], # 10 + {00,01,10,11} [3, 2, 1, 0] # 11 + {00,01,10,11} ] # GF(4) multiplication table MUL_TABLE = [ [0, 0, 0, 0], # 00 * {00,01,10,11} [0, 1, 2, 3], # 01 * {00,01,10,11} [0, 2, 3, 1], # 10 * {00,01,10,11} [0, 3, 1, 2] # 11 * {00,01,10,11} ] @staticmethod def add(a, b): """GF(4) addition (XOR for change deltas)""" return GF4.ADD_TABLE[a][b] @staticmethod def multiply(a, b): """GF(4) multiplication (for dissolution/scaling)""" return GF4.MUL_TABLE[a][b] @staticmethod def dissolve_atom(current_state_vector, input_vector, heat_coefficient): """ Dissolve atom using GF(4) vector math Simulates "Heat" modifying "Structure" Args: current_state_vector: List of 2-bit values (current state) input_vector: List of 2-bit values (input delta) heat_coefficient: 2-bit value (heat intensity) Returns: New state vector after dissolution """ result = [] for cs, iv in zip(current_state_vector, input_vector): # Multiply input by heat coefficient (scaling) scaled_input = GF4.multiply(iv, heat_coefficient) # Add to current state (change delta) new_state = GF4.add(cs, scaled_input) result.append(new_state) return result class Quadrant(Enum): """Quadtree quadrants""" TL = 0 # Top-Left TR = 1 # Top-Right BL = 2 # Bottom-Left BR = 3 # Bottom-Right class ContextAction(Enum): """Binary context control bits""" PERSIST = 0 # 00: Update heat_state only (reinforce structure) CHANGE_1 = 1 # 01: Trigger dissolution CHANGE_2 = 2 # 10: Trigger dissolution RESET = 3 # 11: Clear node (dissolve to null) class FractalQuadTreeNode: """Node in the Fractal Quadtree""" def __init__(self, depth, parent=None): self.depth = depth # 0=Root/16K, 1=4K, 2=1K, 3=256B, 4=Atom/512B self.parent = parent # Node state self.matrix_key = None # Hex RGB Matrix signature (Structure) self.heat_state = 0 # Current entropy/dissolution level (Delta) [0-3] # Children (for non-leaf nodes) self.children = [None, None, None, None] # TL, TR, BL, BR # Leaf node data (for depth 4 / Atom level) self.atom_data = None def get_quadrant(self, quadrant): """Get or create child node for quadrant""" if self.children[quadrant.value] is None: self.children[quadrant.value] = FractalQuadTreeNode( self.depth + 1, parent=self ) return self.children[quadrant.value] def is_leaf(self): """Check if node is at atom level (depth 4)""" return self.depth >= 4 class LogosFractalEngine: """ Fractal-Galois Interpreter Processes 512-byte atoms into hierarchical Quadtree Resolves visuals via GF(4) vector math """ def __init__(self, min_bucket_size=64): """ Initialize Fractal Engine Args: min_bucket_size: Minimum bucket size in pixels (termination condition) """ self.root = FractalQuadTreeNode(depth=0) self.min_bucket_size = min_bucket_size self.logger = logging.getLogger('LogosFractalEngine') def resolve_fractal_address(self, heat_code_int, canvas_size): """ Decode 32-bit heat code to spatial ZoneRect via quadtree descent Logic: - Read 32 bits as 16 levels of 2-bit pairs (MSB to LSB) - Each pair selects a quadrant (00=TL, 01=TR, 10=BL, 11=BR) - Traverse quadtree by subdividing canvas recursively - Stop when bucket_size reached or stop sequence detected Args: heat_code_int: Integer representation of 4-byte heat code canvas_size: (width, height) tuple of canvas dimensions Returns: ZoneRect: (x, y, width, height) defining target region for 512B atom """ canvas_width, canvas_height = canvas_size # Initialize current rect to full canvas x = 0.0 y = 0.0 w = float(canvas_width) h = float(canvas_height) # Process 32 bits as 16 levels of 2-bit pairs (MSB first) # Bits 31-30 = Level 1, Bits 29-28 = Level 2, ..., Bits 1-0 = Level 16 for level in range(16): # Extract 2-bit pair for this level (MSB to LSB) bit_offset = 31 - (level * 2) quadrant_bits = (heat_code_int >> bit_offset) & 0b11 # Check for stop sequence (0000 at end - all zeros means stop early) if quadrant_bits == 0 and level > 8: # Only stop if we've descended reasonably # Check if next few bits are also zero (stop sequence) if level < 15: next_bits = (heat_code_int >> (bit_offset - 2)) & 0b11 if next_bits == 0: break # Stop sequence detected # Branch based on quadrant selection # 00 = Top-Left, 01 = Top-Right, 10 = Bottom-Left, 11 = Bottom-Right if quadrant_bits == 0b00: # Top-Left # No translation, just subdivide w /= 2.0 h /= 2.0 elif quadrant_bits == 0b01: # Top-Right x += w / 2.0 w /= 2.0 h /= 2.0 elif quadrant_bits == 0b10: # Bottom-Left y += h / 2.0 w /= 2.0 h /= 2.0 elif quadrant_bits == 0b11: # Bottom-Right x += w / 2.0 y += h / 2.0 w /= 2.0 h /= 2.0 # Termination: Stop when region is small enough for bucket if w <= self.min_bucket_size or h <= self.min_bucket_size: break # Ensure we have at least minimum bucket size w = max(w, self.min_bucket_size) h = max(h, self.min_bucket_size) # Clamp to canvas bounds x = max(0, min(x, canvas_width - 1)) y = max(0, min(y, canvas_height - 1)) w = min(w, canvas_width - x) h = min(h, canvas_height - y) # Convert to integers for pixel coordinates zone_rect = (int(x), int(y), int(w), int(h)) return zone_rect def fractal_to_bucket_coords(self, heat_code_int, num_buckets_x, num_buckets_y): """ Convert fractal address to discrete bucket coordinates This is a helper that uses fractal addressing but returns bucket indices Useful for integration with bucket-based display interpreter Args: heat_code_int: Integer representation of 4-byte heat code num_buckets_x: Number of buckets in X direction num_buckets_y: Number of buckets in Y direction Returns: (bucket_x, bucket_y): Bucket indices """ # Use fractal addressing to get zone rect # Assume a normalized canvas (1.0 x 1.0) for bucket space zone_rect = self.resolve_fractal_address(heat_code_int, (1.0, 1.0)) # Convert zone center to bucket coordinates zone_x, zone_y, zone_w, zone_h = zone_rect center_x = zone_x + (zone_w / 2.0) center_y = zone_y + (zone_h / 2.0) # Map to bucket indices bucket_x = int(center_x * num_buckets_x) % num_buckets_x bucket_y = int(center_y * num_buckets_y) % num_buckets_y return (bucket_x, bucket_y) def navigate_quadtree_path(self, hex_header): """ Navigate quadtree path from hex header Algorithm: Convert Hex to Binary, group into 2-bit pairs Each pair (00, 01, 10, 11) selects a Quadrant (TL, TR, BL, BR) Args: hex_header: 8-character hex string (4 bytes = 32 bits = 16 quadrants) Returns: List of quadrants (path from root to target node) """ # Convert hex to integer header_int = int(hex_header, 16) # Extract 2-bit pairs (each pair = one level of quadtree) # Extract 2-bit pairs (each pair = one level of quadtree) # MUST iterate MSB to LSB to match calculate_heat_code path = [] for i in range(16): # 32 bits / 2 = 16 levels shift = 30 - (i * 2) pair = (header_int >> shift) & 0b11 path.append(Quadrant(pair)) return path def process_atom(self, hex_header, wave_payload): """ Process 512-byte atom through fractal quadtree Args: hex_header: 8-character hex string (4 bytes) wave_payload: 508 bytes """ # Step A: Navigational Parse path = self.navigate_quadtree_path(hex_header) # Navigate to target node node = self.root for quadrant in path[:4]: # Use first 4 levels (depth 0-3) if not node.is_leaf(): node = node.get_quadrant(quadrant) # Step B: Context Action (Binary Context) # Extract control bits from first 2 bits of payload if len(wave_payload) > 0: control_bits = (wave_payload[0] >> 6) & 0b11 action = ContextAction(control_bits) # Remaining payload (after control bits) data_payload = wave_payload[1:] if len(wave_payload) > 1 else b'' if action == ContextAction.PERSIST: # Update heat_state only (reinforce structure) node.heat_state = (node.heat_state + 1) % 4 elif action in [ContextAction.CHANGE_1, ContextAction.CHANGE_2]: # Trigger GF(4) dissolution current_vector = self._extract_state_vector(node) input_vector = self._payload_to_vector(data_payload) heat_coeff = node.heat_state new_vector = GF4.dissolve_atom(current_vector, input_vector, heat_coeff) node.matrix_key = self._vector_to_matrix(new_vector) node.heat_state = (node.heat_state + 1) % 4 elif action == ContextAction.RESET: # Clear node node.matrix_key = None node.heat_state = 0 node.atom_data = None # Store atom data at leaf if node.is_leaf(): node.atom_data = data_payload def _extract_state_vector(self, node): """Extract 2-bit state vector from node""" if node.matrix_key is None: return [0] * 16 # Default zero vector # Convert matrix key to vector (simplified) return [(node.matrix_key >> (i * 2)) & 0b11 for i in range(16)] def _payload_to_vector(self, payload): """Convert payload bytes to 2-bit vector""" if not payload: return [0] * 16 # Extract 2-bit pairs from first bytes vector = [] for byte in payload[:8]: # 8 bytes = 16 pairs vector.append((byte >> 6) & 0b11) vector.append((byte >> 4) & 0b11) vector.append((byte >> 2) & 0b11) vector.append(byte & 0b11) return vector[:16] def _vector_to_matrix(self, vector): """Convert 2-bit vector to matrix key (integer)""" key = 0 for i, val in enumerate(vector[:16]): key |= (val << (i * 2)) return key def draw_viewport(self, viewport_size): """ Render viewport from quadtree Args: viewport_size: (width, height) tuple Returns: numpy array (H, W, 3) RGB image """ width, height = viewport_size image = np.zeros((height, width, 3), dtype=np.uint8) self._render_node(self.root, image, 0, 0, width, height) return image def _render_node(self, node, image, x, y, w, h): """Recursively render quadtree node""" if node is None: return if node.is_leaf(): # Leaf node: render based on matrix_key and heat_state if node.matrix_key is not None: color = self._matrix_key_to_color(node.matrix_key, node.heat_state) image[y:y+h, x:x+w] = color else: # Non-leaf: recurse into children or render block if any(child is not None for child in node.children): # Has children: recurse hw, hh = w // 2, h // 2 self._render_node(node.children[0], image, x, y, hw, hh) # TL self._render_node(node.children[1], image, x + hw, y, w - hw, hh) # TR self._render_node(node.children[2], image, x, y + hh, hw, h - hh) # BL self._render_node(node.children[3], image, x + hw, y + hh, w - hw, h - hh) # BR else: # No children: render geometric block color = self._matrix_key_to_color(node.matrix_key, node.heat_state) if node.matrix_key else [0, 0, 0] image[y:y+h, x:x+w] = color def _matrix_key_to_color(self, matrix_key, heat_state): """Convert matrix key and heat state to RGB color""" # Extract RGB from matrix key r = ((matrix_key >> 0) & 0xFF) % 256 g = ((matrix_key >> 8) & 0xFF) % 256 b = ((matrix_key >> 16) & 0xFF) % 256 # Apply heat_state intensity scaling intensity = (heat_state + 1) / 4.0 r = int(r * intensity) g = int(g * intensity) b = int(b * intensity) return [r, g, b]