spreadlab/internal/engine/cascade.go
Justin Visser 736cd9070d engine: edge thresholds and the independent cascade
One random threshold per DIRECTED edge, drawn once per world: scenarios
sharing thresholds differ only in who is educated, the prototype's
'same world, different lever' trick. The cascade is plain BFS in rounds;
an educated student receives the fake but never forwards it, which is
the entire effect of the lever. The result stores the first-reached
round per node (exactly what a frontend animation needs).
Tests hand-craft a 4-node line graph with exact thresholds, so every
expectation is exact: spread, directional blocking, educated cutoff.
2026-06-10 12:08:12 +02:00

85 lines
2.9 KiB
Go

package engine
import "math/rand/v2"
// EdgeThresholds holds one random draw in [0, 1) per directed edge. The
// cascade forwards across u -> v when the draw is below the forwarding
// probability. Drawing all thresholds once and reusing them recreates the
// prototype's "same world, different lever" comparison: scenarios that
// share thresholds differ only in who is educated.
type EdgeThresholds map[[2]int]float64
// NewEdgeThresholds draws a threshold for every directed edge. Both
// directions get independent draws (u forwarding to v is a different event
// than v forwarding to u). Node order makes the draws deterministic.
func NewEdgeThresholds(graph *Graph, rng *rand.Rand) EdgeThresholds {
thresholds := make(EdgeThresholds, 2*graph.NumEdges())
for node := range graph.NumNodes() {
for _, neighbor := range graph.Neighbors(node) {
if node < neighbor { // visit each undirected edge exactly once
thresholds[[2]int{node, neighbor}] = rng.Float64()
thresholds[[2]int{neighbor, node}] = rng.Float64()
}
}
}
return thresholds
}
// NeverReached marks a node the fake never got to.
const NeverReached = -1
// CascadeResult describes one finished spread.
type CascadeResult struct {
// ReachedAtRound[node] is the round in which node first received the
// fake (round 0 is the origin posting it), or NeverReached. This is
// exactly what an animation needs: the activation time per node.
ReachedAtRound []int
NumReached int
NumRounds int
}
// RunCascade spreads the fake from origin: in every round, each newly
// reached student forwards to each neighbour whose edge threshold falls
// below forwardProb. Educated students receive the fake but never forward
// it; that is the entire effect of the education lever.
func RunCascade(graph *Graph, origin int, forwardProb float64, educated []int, thresholds EdgeThresholds) CascadeResult {
isEducated := make([]bool, graph.NumNodes())
for _, student := range educated {
isEducated[student] = true
}
reachedAtRound := make([]int, graph.NumNodes())
for node := range reachedAtRound {
reachedAtRound[node] = NeverReached
}
reachedAtRound[origin] = 0
numReached := 1
lastRound := 0
frontier := []int{origin}
for round := 1; len(frontier) > 0; round++ {
var nextFrontier []int
for _, forwarder := range frontier {
if isEducated[forwarder] {
continue // received the fake, refuses to pass it on
}
for _, receiver := range graph.Neighbors(forwarder) {
alreadyReached := reachedAtRound[receiver] != NeverReached
forwards := thresholds[[2]int{forwarder, receiver}] < forwardProb
if !alreadyReached && forwards {
reachedAtRound[receiver] = round
numReached++
lastRound = round
nextFrontier = append(nextFrontier, receiver)
}
}
}
frontier = nextFrontier
}
return CascadeResult{
ReachedAtRound: reachedAtRound,
NumReached: numReached,
NumRounds: lastRound + 1,
}
}