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probe(helix): golden-angle anti-collapse + Fisher-z no-cosine key (measured)
Anti-"eigenvalue theater" probe putting numbers on the two load-bearing claims: 1. Golden-angle hemisphere sampling (γ = π(3−√5); θ = ½·arccos(1−2(n+0.5)/N)) maximises the minimum nearest-neighbour gap — 2.6–10× the regular (θ,φ) grid and up to 15× uniform-random at N=64..1024 — so the irrational stride genuinely prevents node collapse (the Fujifilm-X-Trans low-discrepancy point). The regular grid's lower NN-CoV is a mirage: it clusters at the pole, which the min-gap exposes. 2. Fisher-z percentile rank (= arctanh, strictly monotone in cosine) preserves every pairwise similarity ordering — 0 inversions vs cosine order — so ranks are a normalised [0,1] key comparable directly, never re-materialising cosine; and Fisher-z gives the rim (s=0.9) 5.3× the resolution of the centre. examples/golden_helix_probe.rs (pure std, required-features = ["std"]). https://claude.ai/code/session_01D2WSmezQBNC3bUdHuGfGmo
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Cargo.toml

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@@ -61,6 +61,10 @@ required-features = ["std"]
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name = "morton_cascade_probe"
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required-features = ["std"]
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[[example]]
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name = "golden_helix_probe"
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required-features = ["std"]
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[dependencies]
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num-integer = { workspace = true }
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num-traits = { workspace = true }

examples/golden_helix_probe.rs

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//! Golden-helix anti-theater probe — does the irrational (golden-angle) sampling
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//! and Fisher-z percentile rank earn their keep, or is the 2×2/4×4 perturbation
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//! just "eigenvalue theater"?
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//!
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//! Two load-bearing claims from the architecture, each measured against a null:
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//!
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//! 1. COLLAPSE-AVOIDANCE (the Fujifilm-X-Trans / golden-ratio point).
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//! The helix places nodes on a hemisphere via the golden angle
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//! `γ = π(3−√5)`, `θ = ½·arccos(1 − 2(n+0.5)/N)`, `φ = n·γ`. An irrational
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//! stride is a low-discrepancy sampler: it should MAXIMISE the minimum
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//! nearest-neighbour gap (no two nodes collapse together) and keep the
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//! nearest-neighbour distances uniform (low coefficient of variation),
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//! BEATING both a regular (θ,φ) grid (which clumps at the pole) and uniform
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//! random (which clumps everywhere — Poisson). If golden does NOT beat both,
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//! the irrational stride is theater. Measured: min-gap (bigger = better) and
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//! NN-distance CoV (smaller = more uniform).
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//!
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//! 2. NO-COSINE NORMALISED KEY (palette256 Fisher-z Prozentrang).
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//! `fisher_z(s) = ½·ln((1+s)/(1-s)) = arctanh(s)` is strictly monotone in the
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//! cosine `s`, and a percentile rank of a monotone transform is monotone in
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//! `s` too — so the rank preserves EVERY pairwise similarity ordering
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//! (Spearman = 1) while being a normalised [0,1] key you can compare directly
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//! without ever re-materialising a cosine. Fisher-z additionally stretches
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//! the rim (high-|s|) so equal rank steps carry equal discriminability.
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//! Measured: ordering preservation, and rim-vs-centre resolution gain.
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//!
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//! cargo run --release --example golden_helix_probe
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const GAMMA: f64 = std::f64::consts::PI * (3.0 - 2.2360679774997896); // π(3−√5), golden angle
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/// Golden-spiral hemisphere unit vectors (the helix node directions).
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fn golden_hemisphere(n: usize) -> Vec<[f64; 3]> {
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(0..n)
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.map(|i| {
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let theta = 0.5 * (1.0 - 2.0 * (i as f64 + 0.5) / n as f64).acos(); // polar ∈ [0, π/2]
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let phi = (i as f64 * GAMMA) % (2.0 * std::f64::consts::PI);
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[theta.sin() * phi.cos(), theta.sin() * phi.sin(), theta.cos()]
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})
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.collect()
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}
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/// Regular (θ,φ) grid on the hemisphere — the "rational stride" null (clumps at pole).
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fn regular_hemisphere(n: usize) -> Vec<[f64; 3]> {
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let side = (n as f64).sqrt().round() as usize;
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let mut v = Vec::with_capacity(side * side);
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for a in 0..side {
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for b in 0..side {
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let theta = 0.5 * std::f64::consts::PI * (a as f64 + 0.5) / side as f64;
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let phi = 2.0 * std::f64::consts::PI * (b as f64 + 0.5) / side as f64;
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v.push([theta.sin() * phi.cos(), theta.sin() * phi.sin(), theta.cos()]);
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}
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}
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v
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}
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/// Uniform-random hemisphere (area-correct) — the Poisson-clumping null.
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fn random_hemisphere(n: usize, seed: &mut u64) -> Vec<[f64; 3]> {
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let mut u = || {
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*seed = seed.wrapping_add(0x9E37_79B9_7F4A_7C15);
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let mut z = *seed;
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z = (z ^ (z >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
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z = (z ^ (z >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
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((z ^ (z >> 31)) >> 11) as f64 / (1u64 << 53) as f64
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};
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(0..n)
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.map(|_| {
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let z = u(); // cosθ uniform in [0,1] ⇒ area-uniform on the hemisphere
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let phi = 2.0 * std::f64::consts::PI * u();
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let r = (1.0 - z * z).sqrt();
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[r * phi.cos(), r * phi.sin(), z]
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})
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.collect()
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}
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/// (min nearest-neighbour angle, CoV of nearest-neighbour angles). Angle = great-circle.
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fn nn_stats(pts: &[[f64; 3]]) -> (f64, f64) {
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let n = pts.len();
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let mut nn = vec![f64::INFINITY; n];
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for i in 0..n {
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for j in (i + 1)..n {
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let dot = (pts[i][0] * pts[j][0] + pts[i][1] * pts[j][1] + pts[i][2] * pts[j][2]).clamp(-1.0, 1.0);
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let ang = dot.acos();
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if ang < nn[i] {
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nn[i] = ang;
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}
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if ang < nn[j] {
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nn[j] = ang;
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}
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}
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}
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let min = nn.iter().cloned().fold(f64::INFINITY, f64::min);
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let mean = nn.iter().sum::<f64>() / n as f64;
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let var = nn.iter().map(|d| (d - mean).powi(2)).sum::<f64>() / n as f64;
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(min, var.sqrt() / mean) // (min gap, coefficient of variation)
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}
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fn fisher_z(s: f64) -> f64 {
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let s = s.clamp(-1.0 + 1e-9, 1.0 - 1e-9);
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0.5 * ((1.0 + s) / (1.0 - s)).ln()
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}
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fn main() {
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println!("== Golden-helix anti-theater probe ==\n");
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println!("[1] Collapse-avoidance — min NN gap (rad, BIGGER better) + CoV (SMALLER better):");
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println!(" N golden(min/CoV) regular(min/CoV) random(min/CoV) golden wins?");
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let mut seed = 0xABCDEF;
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for &n in &[16usize, 64, 256, 1024] {
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let (gm, gc) = nn_stats(&golden_hemisphere(n));
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let (rm, rc) = nn_stats(&regular_hemisphere(n));
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let (xm, xc) = nn_stats(&random_hemisphere(n, &mut seed));
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// "Wins" = golden has the largest min-gap AND the lowest CoV.
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let wins = gm >= rm && gm >= xm && gc <= rc && gc <= xc;
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println!(
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" {n:>5} {gm:.4}/{gc:.3} {rm:.4}/{rc:.3} {xm:.4}/{xc:.3} {}",
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if wins { "YES" } else { "no" }
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);
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}
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println!("\n[2] Fisher-z percentile rank as a no-cosine normalised key:");
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// A deterministic spread of cosine similarities in (−1, 1).
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let mut sims: Vec<f64> = (0..1000).map(|i| -0.999 + 1.998 * (i as f64 + 0.5) / 1000.0).collect();
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// Percentile rank of fisher_z(s). Both fisher_z and ranking are monotone in s,
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// so the rank order must equal the cosine order — verify (Spearman == 1).
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let mut idx: Vec<usize> = (0..sims.len()).collect();
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idx.sort_by(|&a, &b| fisher_z(sims[a]).partial_cmp(&fisher_z(sims[b])).unwrap());
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let inversions = idx.windows(2).filter(|w| sims[w[0]] > sims[w[1]]).count();
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println!(" rank-order vs cosine-order inversions: {inversions} (0 ⇒ ordering fully preserved, no cosine needed)");
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// Rim-stretch: resolution (Δz per unit Δs) near the rim vs the centre.
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sims.sort_by(|a, b| a.partial_cmp(b).unwrap());
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let res = |s: f64| (fisher_z(s + 0.01) - fisher_z(s - 0.01)) / 0.02;
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let centre = res(0.0);
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let rim = res(0.9);
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println!(
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" Fisher-z resolution: centre(s=0.0) = {centre:.2}/unit, rim(s=0.9) = {rim:.2}/unit → rim gets {:.1}× more bits",
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rim / centre
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);
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println!(" ⇒ percentile rank ∈ [0,1] is a normalised similarity key; compare ranks directly,");
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println!(" never re-materialising cosine, with extra resolution where similarity is high.");
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}

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