// Shared training math — pure JS. Used as the WebGPU fallback in the browser, // and unit-tested directly in Node. Model: linear regression Y = X @ W (MSE). // The GEMMs here are exactly what the WebGPU compute shader replaces. (function (root) { "use strict"; // C(m×n) = A(m×k) @ B(k×n), all Float32Array row-major function matmul(A, B, m, k, n) { const C = new Float32Array(m * n); for (let i = 0; i < m; i++) { for (let p = 0; p < k; p++) { const a = A[i * k + p]; if (a === 0) continue; const bo = p * n, co = i * n; for (let j = 0; j < n; j++) C[co + j] += a * B[bo + j]; } } return C; } function transpose(A, rows, cols) { const T = new Float32Array(rows * cols); for (let i = 0; i < rows; i++) for (let j = 0; j < cols; j++) T[j * rows + i] = A[i * cols + j]; return T; } // Forward + loss + gradient for one shard. // X: n×din, W: din×dout, y: n×dout // gradW = (2/n) * Xᵀ @ (X@W - y) (din×dout) // matmulFn lets the browser swap in the WebGPU GEMM (same signature as matmul). function forwardLossGrad(X, y, W, n, din, dout, matmulFn) { const mm = matmulFn || matmul; const pred = mm(X, W, n, din, dout); // n×dout (GEMM) const resid = new Float32Array(n * dout); let loss = 0; for (let i = 0; i < n * dout; i++) { const r = pred[i] - y[i]; resid[i] = r; loss += r * r; } loss /= (n * dout); const Xt = transpose(X, n, din); // din×n const g = mm(Xt, resid, din, n, dout); // din×dout (GEMM) const scale = 2 / n; for (let i = 0; i < g.length; i++) g[i] *= scale; return { pred, loss, gradW: g }; } function applyGrad(W, gradAvg, lr) { for (let i = 0; i < W.length; i++) W[i] -= lr * gradAvg[i]; } // average a list of gradient Float32Arrays (equal weight) // ORDER MATTERS: float addition is not associative, so every replica MUST // pass the gradients in the same order (the leader's roster order) or their // averages differ in the last bits and the weights fork. Never self-first. function averageGrads(grads) { const out = new Float32Array(grads[0].length); for (const g of grads) for (let i = 0; i < g.length; i++) out[i] += g[i]; for (let i = 0; i < out.length; i++) out[i] /= grads.length; return out; } // DaisyAdam — Adam with bias correction, applied to the cluster-averaged // gradient. State is a pure function of the gradient sequence, so every peer // that averages the same gradients keeps bit-identical moments: no optimizer // state ever crosses the wire. Momentum also smooths the noisy STE gradients // coming out of the verified INT8 units. function makeAdam(dim, opts) { const o = opts || {}; const lr = o.lr ?? 0.02, b1 = o.beta1 ?? 0.9, b2 = o.beta2 ?? 0.999, eps = o.eps ?? 1e-8; const m = new Float32Array(dim), v = new Float32Array(dim); let t = 0; return { name: `adam(lr=${lr})`, // returns the update u; caller does W[i] -= u[i] step(g) { t++; const c1 = 1 - Math.pow(b1, t), c2 = 1 - Math.pow(b2, t); const u = new Float32Array(dim); for (let i = 0; i < dim; i++) { m[i] = b1 * m[i] + (1 - b1) * g[i]; v[i] = b2 * v[i] + (1 - b2) * g[i] * g[i]; u[i] = lr * (m[i] / c1) / (Math.sqrt(v[i] / c2) + eps); } return u; }, // snapshot/restore the moments — this is what lets a device that joins // mid-run become bit-identical with the group (weights alone are not // enough; Adam's m/v/t must match too) getState() { return { m: Float32Array.from(m), v: Float32Array.from(v), t }; }, setState(s) { m.set(s.m); v.set(s.v); t = s.t; }, }; } const api = { matmul, transpose, forwardLossGrad, applyGrad, averageGrads, makeAdam }; if (typeof module !== "undefined" && module.exports) module.exports = api; else root.TrainCore = api; })(typeof self !== "undefined" ? self : this);