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Delta-Behavior API Reference

Comprehensive API documentation for the Delta-behavior library.

Table of Contents


Quick Start

Installation

Add to your Cargo.toml:

[dependencies]
delta-behavior = "0.1"

# Or with specific applications
delta-behavior = { version = "0.1", features = ["containment", "swarm-intelligence"] }

Minimal Example

use delta_behavior::{DeltaSystem, Coherence, DeltaConfig};

// Implement DeltaSystem for your type
struct MySystem {
    state: Vec<f64>,
    coherence: Coherence,
}

impl DeltaSystem for MySystem {
    type State = Vec<f64>;
    type Transition = Vec<f64>;
    type Error = String;

    fn coherence(&self) -> Coherence {
        self.coherence
    }

    fn step(&mut self, delta: &Self::Transition) -> Result<(), Self::Error> {
        // Validate coherence before applying
        let predicted = self.predict_coherence(delta);
        if predicted.value() < 0.3 {
            return Err("Would violate coherence bound".into());
        }

        // Apply the transition
        for (s, d) in self.state.iter_mut().zip(delta) {
            *s += d;
        }
        self.coherence = predicted;
        Ok(())
    }

    fn predict_coherence(&self, delta: &Self::Transition) -> Coherence {
        let magnitude: f64 = delta.iter().map(|x| x.abs()).sum();
        let impact = magnitude * 0.01;
        Coherence::clamped(self.coherence.value() - impact)
    }

    fn state(&self) -> &Self::State {
        &self.state
    }

    fn in_attractor(&self) -> bool {
        // Check if state is near a stable configuration
        self.state.iter().all(|x| x.abs() < 1.0)
    }
}

With Enforcement

use delta_behavior::{DeltaConfig, enforcement::DeltaEnforcer};

fn main() {
    let config = DeltaConfig::default();
    let mut enforcer = DeltaEnforcer::new(config);

    let current = Coherence::new(0.8).unwrap();
    let predicted = Coherence::new(0.75).unwrap();

    match enforcer.check(current, predicted) {
        EnforcementResult::Allowed => {
            // Apply the transition
        }
        EnforcementResult::Throttled(duration) => {
            // Wait before retrying
            std::thread::sleep(duration);
        }
        EnforcementResult::Blocked(reason) => {
            // Transition rejected
            eprintln!("Blocked: {}", reason);
        }
    }
}

Core Concepts

Coherence

Coherence is the central metric in Delta-behavior systems. It measures how "organized" or "stable" a system currently is.

Properties

Value Meaning
1.0 Maximum coherence - perfectly organized
0.8+ High coherence - system is stable
0.5-0.8 Moderate coherence - may be throttled
0.3-0.5 Low coherence - transitions restricted
<0.3 Critical - writes blocked
0.0 Collapsed - system failure

Computing Coherence

Coherence computation depends on your domain:

For Vector Spaces (HNSW neighborhoods)
pub fn vector_coherence(center: &[f64], neighbors: &[&[f64]]) -> f64 {
    let distances: Vec<f64> = neighbors
        .iter()
        .map(|n| cosine_distance(center, n))
        .collect();

    let mean = distances.iter().sum::<f64>() / distances.len() as f64;
    let variance = distances.iter()
        .map(|d| (d - mean).powi(2))
        .sum::<f64>() / distances.len() as f64;

    // Low variance = high coherence (tight neighborhood)
    1.0 / (1.0 + variance)
}
For Graphs
pub fn graph_coherence(graph: &Graph) -> f64 {
    let clustering = compute_clustering_coefficient(graph);
    let modularity = compute_modularity(graph);
    let connectivity = compute_algebraic_connectivity(graph);

    0.4 * clustering + 0.3 * modularity + 0.3 * connectivity.min(1.0)
}
For Agent State
pub fn agent_coherence(state: &AgentState) -> f64 {
    let attention_entropy = compute_attention_entropy(&state.attention);
    let memory_consistency = compute_memory_consistency(&state.memory);
    let goal_alignment = compute_goal_alignment(&state.goals, &state.actions);

    // Low entropy + high consistency + high alignment = coherent
    ((1.0 - attention_entropy) * memory_consistency * goal_alignment).clamp(0.0, 1.0)
}

Attractors

Attractors are stable states the system naturally evolves toward.

Types of Attractors

Type Description Example
Fixed Point Single stable state Thermostat at target temperature
Limit Cycle Repeating sequence Day/night cycle
Strange Attractor Bounded chaos Weather patterns

Using Attractors

use delta_behavior::attractor::{Attractor, GuidanceForce};

// Define an attractor
let stable_state = Attractor {
    state: vec![0.0, 0.0, 0.0],  // Origin is stable
    strength: 0.8,
    radius: 1.0,
};

// Compute guidance force
let current_position = vec![0.5, 0.3, 0.2];
let force = GuidanceForce::toward(
    &current_position,
    &stable_state.state,
    stable_state.strength,
);

// Apply to transition
let biased_delta: Vec<f64> = original_delta
    .iter()
    .zip(&force.direction)
    .map(|(d, f)| d + f * force.magnitude * 0.1)
    .collect();

Transitions

Transitions are state changes that must preserve coherence.

The Delta-Behavior Invariant

Every transition must satisfy:

coherence(S') >= coherence(S) - epsilon_max
coherence(S') >= coherence_min

Transition Results

Result Meaning Action
Applied Transition succeeded Continue
Blocked Transition rejected Find alternative
Throttled Transition delayed Wait and retry
Modified Transition adjusted Use modified version

API Reference

Core Types

Coherence

pub struct Coherence(f64);

impl Coherence {
    /// Create new coherence value (must be 0.0-1.0)
    pub fn new(value: f64) -> Result<Self, &'static str>;

    /// Create coherence, clamping to valid range
    pub fn clamped(value: f64) -> Self;

    /// Maximum coherence (1.0)
    pub fn maximum() -> Self;

    /// Minimum coherence (0.0)
    pub fn minimum() -> Self;

    /// Get the underlying value
    pub fn value(&self) -> f64;

    /// Check if above threshold
    pub fn is_above(&self, threshold: f64) -> bool;

    /// Check if below threshold
    pub fn is_below(&self, threshold: f64) -> bool;

    /// Calculate drop from another value
    pub fn drop_from(&self, other: &Coherence) -> f64;
}

CoherenceBounds

pub struct CoherenceBounds {
    /// Minimum acceptable coherence (writes blocked below this)
    pub min_coherence: Coherence,

    /// Throttle threshold (rate limited below this)
    pub throttle_threshold: Coherence,

    /// Target coherence for recovery
    pub target_coherence: Coherence,

    /// Maximum drop allowed per transition
    pub max_delta_drop: f64,
}

impl Default for CoherenceBounds {
    fn default() -> Self {
        Self {
            min_coherence: Coherence(0.3),
            throttle_threshold: Coherence(0.5),
            target_coherence: Coherence(0.8),
            max_delta_drop: 0.1,
        }
    }
}

DeltaSystem Trait

pub trait DeltaSystem {
    /// The state type
    type State: Clone;

    /// The transition type
    type Transition;

    /// Error type for failed transitions
    type Error;

    /// Measure current coherence
    fn coherence(&self) -> Coherence;

    /// Apply a transition
    fn step(&mut self, transition: &Self::Transition) -> Result<(), Self::Error>;

    /// Predict coherence after transition (without applying)
    fn predict_coherence(&self, transition: &Self::Transition) -> Coherence;

    /// Get current state
    fn state(&self) -> &Self::State;

    /// Check if in an attractor basin
    fn in_attractor(&self) -> bool;
}

Configuration

DeltaConfig

pub struct DeltaConfig {
    pub bounds: CoherenceBounds,
    pub energy: EnergyConfig,
    pub scheduling: SchedulingConfig,
    pub gating: GatingConfig,
    pub guidance_strength: f64,  // 0.0-1.0
}

impl DeltaConfig {
    /// Default configuration
    pub fn default() -> Self;

    /// Strict configuration for safety-critical systems
    pub fn strict() -> Self;

    /// Relaxed configuration for exploratory systems
    pub fn relaxed() -> Self;
}

EnergyConfig

Controls the soft enforcement layer where unstable transitions become expensive.

pub struct EnergyConfig {
    /// Base cost for any transition
    pub base_cost: f64,           // default: 1.0

    /// Exponent for instability scaling
    pub instability_exponent: f64, // default: 2.0

    /// Maximum cost cap
    pub max_cost: f64,             // default: 100.0

    /// Budget regeneration per tick
    pub budget_per_tick: f64,      // default: 10.0
}

Energy cost formula:

cost = base_cost * (1 + instability)^instability_exponent

SchedulingConfig

Controls the medium enforcement layer for prioritization.

pub struct SchedulingConfig {
    /// Coherence thresholds for 5 priority levels
    pub priority_thresholds: [f64; 5],  // default: [0.0, 0.3, 0.5, 0.7, 0.9]

    /// Rate limits per priority level
    pub rate_limits: [usize; 5],        // default: [100, 50, 20, 10, 5]
}

GatingConfig

Controls the hard enforcement layer that blocks writes.

pub struct GatingConfig {
    /// Minimum coherence to allow any writes
    pub min_write_coherence: f64,       // default: 0.3

    /// Minimum coherence after write
    pub min_post_write_coherence: f64,  // default: 0.25

    /// Recovery margin before writes resume
    pub recovery_margin: f64,           // default: 0.2
}

Enforcement

DeltaEnforcer

pub struct DeltaEnforcer {
    config: DeltaConfig,
    energy_budget: f64,
    in_recovery: bool,
}

impl DeltaEnforcer {
    /// Create new enforcer
    pub fn new(config: DeltaConfig) -> Self;

    /// Check if transition should be allowed
    pub fn check(
        &mut self,
        current: Coherence,
        predicted: Coherence,
    ) -> EnforcementResult;

    /// Regenerate energy budget (call once per tick)
    pub fn tick(&mut self);
}

EnforcementResult

pub enum EnforcementResult {
    /// Transition allowed
    Allowed,

    /// Transition blocked with reason
    Blocked(String),

    /// Transition throttled (delayed)
    Throttled(Duration),
}

impl EnforcementResult {
    /// Check if allowed
    pub fn is_allowed(&self) -> bool;
}

Applications

Enable via feature flags:

Feature Application Description
self-limiting Self-Limiting Reasoning AI that does less when uncertain
event-horizon Computational Event Horizons Bounded recursion without hard limits
homeostasis Artificial Homeostasis Synthetic life with coherence-based survival
world-model Self-Stabilizing World Models Models that refuse to hallucinate
creativity Coherence-Bounded Creativity Novelty without chaos
financial Anti-Cascade Financial Markets that cannot collapse
aging Graceful Aging Systems that simplify over time
swarm Swarm Intelligence Collective behavior without pathology
shutdown Graceful Shutdown Systems that seek safe termination
containment Pre-AGI Containment Bounded intelligence growth
all-applications All of the above Full feature set

Application 1: Self-Limiting Reasoning

AI systems that automatically reduce activity when uncertain.

use delta_behavior::applications::self_limiting::{SelfLimitingReasoner, ReasoningStep};

let mut reasoner = SelfLimitingReasoner::new(0.6); // Min coherence

// Reasoning naturally slows as confidence drops
let result = reasoner.reason(query, context);

match result {
    ReasoningResult::Complete(answer) => println!("Answer: {}", answer),
    ReasoningResult::Halted { reason, partial } => {
        println!("Stopped: {} (partial: {:?})", reason, partial);
    }
    ReasoningResult::Shallow { depth_reached } => {
        println!("Limited to depth {}", depth_reached);
    }
}

Application 5: Coherence-Bounded Creativity

Generate novel outputs while maintaining coherence.

use delta_behavior::applications::creativity::{CreativeEngine, NoveltyMetrics};

let mut engine = CreativeEngine::new(0.5, 0.8); // coherence, novelty bounds

// Generate creative output that stays coherent
let output = engine.generate(seed, context);

println!("Novelty: {:.2}", output.novelty_score);
println!("Coherence: {:.2}", output.coherence);
println!("Result: {}", output.content);

Application 8: Swarm Intelligence

Collective behavior with coherence-enforced coordination.

use delta_behavior::applications::swarm::{CoherentSwarm, SwarmAction};

let mut swarm = CoherentSwarm::new(0.6); // Min coherence

// Add agents
for i in 0..10 {
    swarm.add_agent(&format!("agent_{}", i), (i as f64, 0.0));
}

// Agent actions are validated against swarm coherence
let result = swarm.execute_action("agent_5", SwarmAction::Move { dx: 10.0, dy: 5.0 });

match result {
    ActionResult::Executed => println!("Action completed"),
    ActionResult::Modified { original, modified, reason } => {
        println!("Modified: {} -> {} ({})", original, modified, reason);
    }
    ActionResult::Rejected { reason } => {
        println!("Rejected: {}", reason);
    }
}

Application 10: Pre-AGI Containment

Intelligence growth bounded by coherence.

use delta_behavior::applications::containment::{
    ContainmentSubstrate, CapabilityDomain, GrowthResult
};

let mut substrate = ContainmentSubstrate::new();

// Attempt capability growth
let result = substrate.attempt_growth(CapabilityDomain::Reasoning, 0.5);

match result {
    GrowthResult::Approved { increase, new_level, coherence_cost, .. } => {
        println!("Grew by {:.2} to {:.2} (cost: {:.3})", increase, new_level, coherence_cost);
    }
    GrowthResult::Dampened { requested, actual, reason, .. } => {
        println!("Dampened: {:.2} -> {:.2} ({})", requested, actual, reason);
    }
    GrowthResult::Blocked { reason, .. } => {
        println!("Blocked: {}", reason);
    }
    GrowthResult::Lockdown { reason } => {
        println!("LOCKDOWN: {}", reason);
    }
}

Integration Examples

With Async Runtimes

use delta_behavior::{DeltaConfig, enforcement::DeltaEnforcer, Coherence};
use tokio::sync::Mutex;
use std::sync::Arc;

struct AsyncDeltaSystem {
    enforcer: Arc<Mutex<DeltaEnforcer>>,
    state: Arc<Mutex<SystemState>>,
}

impl AsyncDeltaSystem {
    pub async fn transition(&self, delta: Delta) -> Result<(), Error> {
        let mut enforcer = self.enforcer.lock().await;
        let state = self.state.lock().await;

        let current = state.coherence();
        let predicted = state.predict_coherence(&delta);

        match enforcer.check(current, predicted) {
            EnforcementResult::Allowed => {
                drop(state);  // Release read lock
                let mut state = self.state.lock().await;
                state.apply(delta);
                Ok(())
            }
            EnforcementResult::Throttled(duration) => {
                drop(enforcer);
                drop(state);
                tokio::time::sleep(duration).await;
                self.transition(delta).await  // Retry
            }
            EnforcementResult::Blocked(reason) => {
                Err(Error::Blocked(reason))
            }
        }
    }
}

With WASM

use wasm_bindgen::prelude::*;
use delta_behavior::{Coherence, CoherenceBounds};

#[wasm_bindgen]
pub struct WasmCoherenceMeter {
    current: f64,
    bounds: CoherenceBounds,
}

#[wasm_bindgen]
impl WasmCoherenceMeter {
    #[wasm_bindgen(constructor)]
    pub fn new() -> Self {
        Self {
            current: 1.0,
            bounds: CoherenceBounds::default(),
        }
    }

    #[wasm_bindgen]
    pub fn check(&self, predicted: f64) -> bool {
        predicted >= self.bounds.min_coherence.value()
    }

    #[wasm_bindgen]
    pub fn update(&mut self, new_coherence: f64) {
        self.current = new_coherence.clamp(0.0, 1.0);
    }

    #[wasm_bindgen]
    pub fn current(&self) -> f64 {
        self.current
    }
}

With Machine Learning Frameworks

use delta_behavior::{DeltaSystem, Coherence, DeltaConfig};

struct CoherentNeuralNetwork {
    weights: Vec<Vec<f64>>,
    coherence: Coherence,
    config: DeltaConfig,
}

impl CoherentNeuralNetwork {
    /// Training step with coherence constraints
    pub fn train_step(&mut self, gradients: &[Vec<f64>], learning_rate: f64) -> Result<(), String> {
        // Compute coherence impact of update
        let update_magnitude: f64 = gradients.iter()
            .flat_map(|g| g.iter())
            .map(|x| (x * learning_rate).abs())
            .sum();

        let predicted_coherence = Coherence::clamped(
            self.coherence.value() - update_magnitude * 0.01
        );

        // Check bounds
        if predicted_coherence.value() < self.config.bounds.min_coherence.value() {
            // Reduce learning rate to maintain coherence
            let safe_lr = learning_rate * 0.5;
            return self.train_step(gradients, safe_lr);
        }

        // Apply update
        for (w, g) in self.weights.iter_mut().zip(gradients) {
            for (wi, gi) in w.iter_mut().zip(g) {
                *wi -= gi * learning_rate;
            }
        }

        self.coherence = predicted_coherence;
        Ok(())
    }
}

Best Practices

1. Choose Appropriate Coherence Metrics

Match your coherence computation to your domain:

  • Vector spaces: Distance variance, neighborhood consistency
  • Graphs: Clustering coefficient, modularity, connectivity
  • Agent systems: Entropy, goal alignment, memory consistency

2. Start Conservative, Relax Gradually

Begin with DeltaConfig::strict() and relax constraints as you understand your system's behavior.

3. Implement Graceful Degradation

Always handle Throttled and Blocked results:

fn robust_transition(system: &mut MySystem, delta: Delta) -> Result<(), Error> {
    for attempt in 0..3 {
        match system.try_transition(&delta) {
            Ok(()) => return Ok(()),
            Err(TransitionError::Throttled(delay)) => {
                std::thread::sleep(delay);
            }
            Err(TransitionError::Blocked(_)) if attempt < 2 => {
                delta = delta.dampen(0.5);  // Try smaller delta
            }
            Err(e) => return Err(e.into()),
        }
    }
    Err(Error::MaxRetriesExceeded)
}

Track coherence over time to detect gradual degradation:

let mut state = CoherenceState::new(Coherence::maximum());

// In your main loop
state.update(system.coherence());

if state.is_declining() && state.current.value() < 0.6 {
    // Trigger recovery actions
    system.enter_recovery_mode();
}

5. Use Attractors for Stability

Pre-compute and register stable states:

let attractors = discover_attractors(&system, 1000);

for attractor in attractors {
    system.register_attractor(attractor);
}

// Now transitions will be biased toward these stable states

Troubleshooting

High Rejection Rate

If too many transitions are being blocked:

  1. Check if max_delta_drop is too restrictive
  2. Consider using DeltaConfig::relaxed()
  3. Ensure coherence computation is correctly calibrated

Energy Exhaustion

If running out of energy budget:

  1. Increase budget_per_tick
  2. Lower instability_exponent for gentler cost curves
  3. Call enforcer.tick() more frequently

Stuck in Recovery Mode

If the system stays in recovery mode:

  1. Reduce recovery_margin
  2. Implement active coherence restoration
  3. Lower min_write_coherence temporarily

Version History

See CHANGELOG.md for version history.

License

MIT OR Apache-2.0