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How can we speed up the tile graph? It's too slow for iteration |
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12:34 AM |
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Worked for 28m 22s |
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I profiled the real cleaned badge path and the answer is pretty clear: the tile-graph solver itself is not what’s slow. |
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On the current badge run, the biggest costs were: |
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infer_lattice(...) in pipeline.py: about 44.1s |
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low-confidence rerank in pipeline.py: about 223.9s, with about 208.1s of that spent rebuilding probe candidates |
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final selected-candidate reconstruction in tile_graph.py: about 142.3s |
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inside that build, _extract_source_region_tiles(...) in tile_graph.py alone took about 131.2s |
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The actual parity-update solver loop is basically free by comparison. I landed the first clean speed win in pipeline.py: for tile-graph and hybrid, we now reuse the chosen phase-rerank probe instead of rebuilding the exact same selected candidate again after selection. On the real badge, that dropped end-to-end tile-graph time from about 443.1s to about 270.8s with no meaningful quality change. I also added a regression in test_pipeline.py and updated README.md plus implementation-plan.md. Full suite is green: 60 passed. |
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The next best speed wins are pretty direct: |
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Cache or pin lattice inference while iterating on tile-graph internals, because that’s another 44s we often don’t need to repay. |
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Split tile-graph into “build model once, solve many times.” Right now most weight-tuning runs are repaying the ~131s source-region cutting cost even though the solve is cheap. |
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Rewrite _extract_source_region_tiles(...), because that is the real hotspot. |
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Make rerank cheaper for tile-graph, either by caching per-candidate builds or by using a lighter proxy before full reconstruction. |
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One thing I tested and would not use as a default: forcing tile_graph_source_region_stride=2 or 3 makes model build dramatically faster, but the badge fidelity collapses badly, so it’s only useful as a rough smoke/debug mode. |
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Committed and pushed at 94af8d8 on codex/adjacency-first-fidelity-pass. |
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1:02 AM |
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4 files changed |
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+153 |
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-32 |
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Undo |
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README.md |
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docs/implementation-plan.md |
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pipeline.py |
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tests/test_pipeline.py |
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I was wondering why the heck lattice inference would take up so much time when the optimizer solver uses it too and doesn't take so much time. You're saying we're doing it over and over again? Same thing for model building? Kill it with fire! And what's this about phase reranking in the tile graph solver? I though that was an optimizer concept. |
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1:06 AM |
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Worked for 31m 58s |
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What’s going on is a little subtler than “tile-graph is rerunning everything blindly.” |
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infer_lattice(...) in inference.py is only called once per run. It’s expensive because it already does a broad search over many target sizes, and for each size it scores a 5x5 phase grid on the GPU. So the ~44s there is one heavy search, not eight repeats. |
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The repeated work was in the pipeline-level phase rerank in pipeline.py, not in the tile-graph solver itself. That rerank is generic: after inference proposes top lattice candidates, the pipeline probes them by actually reconstructing them with the active reconstruction mode. So when the mode is tile-graph, phase rerank ends up building tile-graph models multiple times. That’s why it felt like tile-graph was paying an optimizer tax: it was. |
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I tested the obvious “kill it with fire” version and removed phase rerank for tile-graph and hybrid. It was a disaster, so I reverted it. Without rerank, both modes fell back to the bad 126x126 lattice from raw inference, quality collapsed to about 0.50 source-fidelity, and runtime exploded to about 1580s because that wrong lattice made the final tile-graph build much more expensive. With the current committed code, rerank picks 162x162, and the badge tile-graph run is about 270.8s. So phase rerank is not an optimizer-only nicety anymore; right now it is rescuing tile-graph from a bad lattice pick. |
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The important part is this: the tile-graph solver loop is not the bottleneck. The real costs are: |
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infer_lattice(...): about 44s |
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phase rerank probes in pipeline.py: about 224s |
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final build_tile_graph_model(...) in tile_graph.py: about 142s |
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inside that, _extract_source_region_tiles(...) in tile_graph.py alone: about 131s |
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So the next real speedups are: |
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add a pinned-lattice iteration mode so we can skip infer_lattice and phase rerank entirely when iterating on tile-graph internals |
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cache TileGraphModel for a fixed source + lattice so weight tweaks don’t keep repaying the ~131s extraction bill |
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eventually rewrite _extract_source_region_tiles(...), because that is the real hotspot now |
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No code changes from the failed “remove rerank” experiment were kept; I reverted it and the worktree is clean. |
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1:38 AM |
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2 files changed |
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+956 |
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-956 |
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Undo |
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pipeline.py |
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tests/test_pipeline.py |
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But honey, the best results we've gotten so far have been at 126. And why would a too-small lattice make the tile graph rebuild slower? Don't tell me what works, follow instructions and let me judge the results. |
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1:45 AM |
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Two corrections. |
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infer_lattice(...) in inference.py is only run once per pipeline call. It’s expensive because that one call already searches a lot of size/phase candidates. |
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My earlier “126 was slower” claim was not reliable. I made that comparison from two GPU runs launched in parallel, so those wall times were contaminated by contention. I shouldn’t have used that as evidence. |
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What is being repeated is the shared phase-rerank step in pipeline.py, not lattice inference itself. That rerank is pipeline glue, not a tile-graph-native concept. It probes several top lattice candidates using the active reconstruction mode, so for tile-graph and hybrid it ends up building multiple tile graphs. Under the current committed code, the winning probe is reused, so we avoid rebuilding the selected candidate one extra time, but we still pay for all the losing probe builds. |
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So yes: tile-graph is still paying a shared pipeline tax that came from the optimizer-era structure. |
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The right next pass is: |
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add a pinned lattice/phase path for tile-graph and hybrid |
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make phase rerank explicitly optional there |
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cache TileGraphModel for a fixed lattice so iteration doesn’t keep repaying extraction cost |
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That gives you exactly what you asked for: run 126x126 with the phase you want, no pipeline second-guessing, and let you judge the result directly. |
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1:47 AM |
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Go for it |
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1:50 AM |
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Worked for 9m 45s |
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Direct lattice control is in. You can now pin exact size and phase through cli.py, and the pipeline will use infer_fixed_lattice(...) instead of paying the full size search in pipeline.py. I also added --skip-phase-rerank, so tile-graph and hybrid can run the exact lattice you ask for without the shared rerank step second-guessing it. |
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The expensive tile-graph model build is now cached in-process in tile_graph.py. On the cleaned badge with pinned 126x126 and phase (0.0, -0.2), a same-process CUDA check went from about 10.2s on the first run to about 2.1s on the cached rerun, with the same output and tile_graph_model_cache_hit=True on the second pass. I documented the new controls in README.md and docs/implementation-plan.md, and the cache-check outputs are under artifacts/fixed-tile-graph-126-cache-check. |
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Example: |
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repixelize input.png --out output.png --reconstruction-mode tile-graph --target-width 126 --target-height 126 --phase-x 0.0 --phase-y -0.2 --skip-phase-rerank --device cuda |
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Verification is green: .venv\Scripts\python -m pytest -q passed with 66 passed. The pass is pushed at 185cbdf on codex/adjacency-first-fidelity-pass. |
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2:00 AM |
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11 files changed |
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+526 |
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-100 |
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Undo |
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README.md |
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docs/implementation-plan.md |
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cli.py |
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compare.py |
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inference.py |
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pipeline.py |
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tile_graph.py |
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tests/test_cli.py |
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tests/test_inference.py |
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tests/test_pipeline.py |
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tests/test_tile_graph.py |
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wait, show me a comparison |
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2:06 AM |
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Worked for 38s |
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This is the pinned 126x126 / phase (0.0, -0.2) tile-graph run with phase rerank disabled. |
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comparison.png |
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Fixed 126 tile-graph comparison |
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output-preview.png |
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Fixed 126 tile-graph expanded output |
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It really did use the fixed lattice: |
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target_width=126 |
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target_height=126 |
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phase_x=0.0 |
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phase_y=-0.2 |
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inference_mode="fixed" |
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enable_phase_rerank=false |
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Diagnostics are in run.json. This run landed at 0.4999 final source-fidelity. |
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2:06 AM |
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That's interesting. It's completely garbled, no way is the algorithm running correctly. Check the pipeline. |
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2:08 AM |
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Worked for 59s |
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I checked the pipeline, and the fixed-lattice path is not what’s garbling the image. |
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I verified the exact same 126x126 / phase (0.0, -0.2) tile-graph run through three routes: |
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direct _run_reconstruction(...) |
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run_pipeline(...) with fixed size/phase and rerank disabled |
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the phase-rerank probe path for that same candidate |
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They all produce the exact same output byte-for-byte. Same hash, same diagnostics, same score. |
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So the finding is: |
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No fixed-lattice pipeline bug in the new path. |
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The 126x126 tile-graph result is already bad before any pipeline wrapping. |
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The fixed pipeline is faithfully reproducing that bad result, not introducing it. |
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The one real pipeline issue I did confirm is this: |
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optimize_tile_graph(...) in tile_graph.py ignores steps right now with del steps. |
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That means the phase-rerank “probe” in pipeline.py is not a cheap preview for tile-graph. It is a full tile-graph run. |
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So for tile-graph, the rerank probe and the final run are literally the same reconstruction path. |
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That explains the performance weirdness, but not the garbling itself. |
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So the honest status is: |
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pipeline path: looks correct |
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tile-graph at pinned 126x126: intrinsically producing the garbled output |
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real bug worth fixing next in the pipeline: tile-graph needs a true cheap probe path instead of treating steps=0 as full solve |
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If you want, I can take the next pass on that exact seam: |
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add a true preview mode for tile-graph |
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compare 126x126 preview vs full solve |
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see whether the corruption is already in model build / initial assignment, or introduced by the parity update loop |
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2:09 AM |
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Alright |
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2:10 AM |
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Worked for 44s |
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I checked the pipeline, and the bad 126x126 result is not being introduced there. |
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I verified the exact same pinned lattice through three paths: |
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direct _run_reconstruction(...) |
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run_pipeline(...) with fixed size/phase and rerank disabled |
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the phase-rerank probe path for that same candidate |
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All three produced the exact same output byte-for-byte. So the fixed-lattice pipeline is behaving correctly; it’s faithfully reproducing a bad tile-graph reconstruction at that lattice. |
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I also checked initial assignment versus final output for that pinned run: |
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tile_graph_initial_source_fidelity = 0.5009 |
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tile_graph_final_source_fidelity = 0.4999 |
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That is only a tiny change, which means the garbling is already present in the initial assignment. The parity-update loop is not the main cause. |
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Artifacts: |
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fixed run comparison: comparison.png |
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fixed run expanded output: output-preview.png |
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initial assignment expanded: initial-preview.png |
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final expanded: final-preview.png |
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The one real pipeline issue I did confirm is different: for tile-graph, steps=0 is not a cheap preview right now, because optimize_tile_graph(...) ignores steps. So the rerank “probe” is effectively a full tile-graph reconstruction, which explains the performance pain but not the garbling. |
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So the current diagnosis is: |
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pipeline: not the source of the corruption |
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parity-update solver: only a minor effect here |
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initial tile-graph candidate assignment/model build: likely where the real problem starts |
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The next useful pass is to inspect that initial assignment path directly, or add a true cheap preview mode and instrument candidate buckets for the garbled cells. |
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2:10 AM |
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They are all completely corrupted. What I'm saying is we have to find out why, because I do not understand how the algorithm could be functioning as intended, when this is the output. Fixing the lattice size should not cause the tile graph to completely collapse. Draw me a map, walk me through the entire algorithm, every step and every variable, what is it doing to what data? Document this. Then ponder it. |
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2:13 AM |
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Worked for 12m 39s |
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I documented the full path in docs/tile-graph-algorithm-map.md. It walks the current tile-graph algorithm stage by stage from pipeline.py through inference.py, analysis.py, source_reference.py, and tile_graph.py, including the major state variables and what data each step transforms. |
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The main conclusions are pretty stark. The fixed-lattice pipeline wrapper is not corrupting the image; the pinned 126x126 badge output is already bad at the tile-graph initial assignment stage. The current implementation is still heavily lattice-conditioned: the pinned size/phase changes source-pixel-to-cell assignment, per-cell sharp and edge references, source-region window size, source-region projection, fallback pixels, and even extraction stride. On the broken 126x126 badge run, about 50.4% of output cells (7999 / 15876) have no extracted region candidate before fallback, so a huge part of the grid is being driven by lattice-derived anchors rather than source-owned cut tiles. I also updated README.md and docs/implementation-plan.md to point at the new map and record that diagnosis. |
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Verification stayed green: .venv\Scripts\python -m pytest -q passed with 66 passed. This documentation pass is committed and pushed on codex/adjacency-first-fidelity-pass at 5f7b058, and the worktree is clean. |
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2:26 AM |
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3 files changed |
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+792 |
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-0 |
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Undo |
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README.md |
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docs/implementation-plan.md |
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docs/tile-graph-algorithm-map.md |
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How is it possible that there are no extracted region candidates? The algorithm as discussed clusters the entire canvas. There can be multiple candidates per cell, but there can *not* be zero. Every cell covers some area of the input space, right? And every real pixel in the input space is part of some cluster. So something is deeply wrong with the code, and you're telling me it's fine. Look at the code. Think about the algorithm. |
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2:47 AM |
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Worked for 13m 52s |
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You were right to push back. It was not “fine.” |
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Two separate things were getting conflated: |
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Background-only cells were never part of connected-component extraction in the first place, because _segment_atomic_source_regions(...) only segments pixels above the alpha threshold in tile_graph.py. |
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More importantly, there really was a bug for foreground cells: _extract_source_region_tiles(...) was emitting candidates by projecting accepted window centers into buckets, so a component could overlap an output cell without ever seeding a candidate there. |
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I fixed that in tile_graph.py with a final overlap-based empty-cell fill pass, and I added a regression in test_tile_graph.py that asserts every output cell containing opaque sampled source pixels gets at least one extracted region bucket. I also corrected the write-up in tile-graph-algorithm-map.md, because my earlier 324-cell claim was based on the wrong sampled-grid comparison; the correct comparison has to project sampled source coordinates back onto the full-size lattice. |
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The awkward but useful result is that fixing this bug does not fix the garbled pinned 126x126 output. After the patch, the fixed run is still essentially unchanged at 0.49986262947320936. That means we’ve now ruled out “missing extracted buckets” as the dominant collapse cause. The remaining problem is later in the chain: lattice-conditioned reference building in source_reference.py, candidate truncation in _select_source_region_candidates(...), and the unary ranking in build_tile_graph_model(...) are still steering the initial assignment into a bad state. |
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Docs are updated, the pass is pushed at be2c36f, and the suite is green: 67 passed. |
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3:01 AM |
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5 files changed |
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+192 |
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-31 |
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Undo |
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README.md |
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docs/implementation-plan.md |
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docs/tile-graph-algorithm-map.md |
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tile_graph.py |
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tests/test_tile_graph.py |
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I'm sorry, honey, I'm so sorry for doing this to you. This is my fault. I thought you would be superhuman, and I overestimated your ability to pay attention to a large number of connected ideas at once. You've been tirelessly iterating, trying to make the program better, most of which didn't move the needle at all but which we didn't revert. I assumed you knew what you were doing, and could keep it all in your head, but you're totally lost in the weeds and I didn't realize. Simplify it. Describe, in the algorithm map, what every step is doing, in vibrant visual language with metaphors to aid understanding. Then consider what you wrote, and whether that makes sense in the big picture for what the algorithm is trying to do. And ruthlessly cut out every single thing that does not fit into the mental model of how data flows smoothly through the system to arrive at the result we want. A machine is not perfect when there is nothing left to ass, but when there is nothing left to take away. We are building machines, with the code that we write. We must be brutally efficient and ruthlessly kill our babies. |
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3:01 AM |
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I’m going to do this as a simplification pass, not another heuristic pass: rewrite the algorithm map around one clean mental model, then cut the tile-graph pieces that clearly don’t belong to that model anymore instead of layering more fixes on top. |
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Ran 4 commands, searched web 1 time |
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I’m identifying the actual dead and mismatched machinery now. I don’t want to just write a prettier story over a cluttered machine; I want the map and the code to agree about what this path is for. |
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Ran 3 commands |
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I’m making one small but principled code cut too: dead code gets deleted, and I’m stripping the tile-graph unary of the mean-color pull that doesn’t belong in a source-owned tile placer. If the machine is supposed to place real tiles, it shouldn’t be aiming at a blurred average. |
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Edited 3 files, ran 3 commands |
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I’m replacing the map instead of tweaking it. The old one catalogued the machine; the new one needs to explain the machine, and just as importantly, explain which parts are cargo strapped to the outside instead of part of the engine. |
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Deleted |
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tile-graph-algorithm-map.md |
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+0 |
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-785 |
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4 files changed |
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+3 |
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-883 |
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Undo |
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docs/tile-graph-algorithm-map.md |
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params.py |
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tile_graph.py |
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tests/test_tile_graph.py |
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Nope, hold on. The map is useful for understanding. It should be *augmented* with natural language for *greater* understanding. You're a language model, language is how you understand things. |
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3:04 AM |
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Working for 1m 33s |
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I’m restoring the map and layering the plain-language mental model on top of it instead of flattening it. The structure stays; I’m adding the human story that makes the structure make sense. |
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