mirror of
https://github.com/samvallad33/vestige.git
synced 2026-04-24 16:26:22 +02:00
First AI memory system to model forgetting as a neuroscience-grounded PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24), Rac1 cascade worker, migration V10, and dashboard forgetting indicators. Based on: - Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right lateral PFC as the domain-general inhibitory controller; SIF compounds with each stopping attempt. - Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 — Rac1 GTPase as the active synaptic destabilization mechanism. What's new: * `suppress` MCP tool — each call compounds `suppression_count` and subtracts a `0.15 × count` penalty (saturating at 80%) from retrieval scores during hybrid search. Distinct from delete (removes) and demote (one-shot). * Rac1 cascade worker — background sweep piggybacks the 6h consolidation loop, walks `memory_connections` edges from recently-suppressed seeds, applies attenuated FSRS decay to co-activated neighbors. You don't just forget Jake — you fade the café, the roommate, the birthday. * 24h labile window — reversible via `suppress({id, reverse: true})` within 24 hours. Matches Nader reconsolidation semantics. * Migration V10 — additive-only (`suppression_count`, `suppressed_at` + partial indices). All v2.0.x DBs upgrade seamlessly on first launch. * Dashboard: `ForgettingIndicator.svelte` pulses when suppressions are active. 3D graph nodes dim to 20% opacity when suppressed. New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`, `Rac1CascadeSwept`. Heartbeat carries `suppressed_count`. * Search pipeline: SIF penalty inserted into the accessibility stage so it stacks on top of passive FSRS decay. * Tool count bumped 23 → 24. Cognitive modules 29 → 30. Memories persist — they are INHIBITED, not erased. `memory.get(id)` returns full content through any number of suppressions. The 24h labile window is a grace period for regret. Also fixes issue #31 (dashboard graph view buggy) as a companion UI bug discovered during the v2.0.5 audit cycle: * Root cause: node glow `SpriteMaterial` had no `map`, so `THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square edges into hard-edged glowing cubes. * Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a` to brand violet `0x8b5cf6` with higher opacity. Added explicit `scene.background` and a 2000-point starfield for depth. * 21 regression tests added in `ui-fixes.test.ts` locking every invariant in (shared texture singleton, depthWrite:false, scale ×6, bloom magic numbers via source regex, starfield presence). Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed Clippy: clean across all targets, zero warnings Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green Versions: workspace aligned at 2.0.5 across all 6 crates/packages Closes #31
1 line
639 B
JavaScript
1 line
639 B
JavaScript
import{s as c,g as l}from"./DAj0p1rI.js";import{a0 as o,a1 as f,a2 as b,g as p,h as d,a3 as g}from"./nyjtQ1Ok.js";let s=!1,i=Symbol();function y(e,n,r){const u=r[n]??(r[n]={store:null,source:b(void 0),unsubscribe:f});if(u.store!==e&&!(i in r))if(u.unsubscribe(),u.store=e??null,e==null)u.source.v=void 0,u.unsubscribe=f;else{var t=!0;u.unsubscribe=c(e,a=>{t?u.source.v=a:d(u.source,a)}),t=!1}return e&&i in r?l(e):p(u.source)}function m(){const e={};function n(){o(()=>{for(var r in e)e[r].unsubscribe();g(e,i,{enumerable:!1,value:!0})})}return[e,n]}function N(e){var n=s;try{return s=!1,[e(),s]}finally{s=n}}export{y as a,N as c,m as s};
|