209 lines
5.1 KiB
Go
209 lines
5.1 KiB
Go
package router
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import (
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"math"
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)
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// Strategy identifies how a task should be executed.
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type Strategy int
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const (
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StrategySingleArm Strategy = iota
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// Future (M9): StrategyCascade, StrategyParallelEnsemble, StrategyMultiRound
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)
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// RoutingDecision is the result of arm selection.
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type RoutingDecision struct {
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Strategy Strategy
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Arm *Arm // primary arm
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Error error
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reservations []*Reservation // pool reservations held until commit/rollback
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}
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// Commit finalizes the routing decision, recording actual token consumption.
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// Must be called when the request completes successfully.
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func (d RoutingDecision) Commit(actualTokens int) {
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for _, r := range d.reservations {
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r.Commit(actualTokens)
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}
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}
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// Rollback releases the routing decision's pool reservations without recording usage.
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// Must be called when the request fails before any tokens are consumed.
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func (d RoutingDecision) Rollback() {
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for _, r := range d.reservations {
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r.Rollback()
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}
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}
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// selectBest picks the highest-scoring feasible arm, blending heuristic and
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// observed EMA quality when enough data is available.
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func selectBest(qt *QualityTracker, arms []*Arm, task Task) *Arm {
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if len(arms) == 0 {
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return nil
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}
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var best *Arm
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bestScore := math.Inf(-1)
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for _, arm := range arms {
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score := scoreArm(qt, arm, task)
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if score > bestScore {
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bestScore = score
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best = arm
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}
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}
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return best
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}
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// scoreArm computes a quality/cost score for an arm.
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// When the quality tracker has sufficient observations, blends observed EMA
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// (70%) with heuristic (30%). Falls back to pure heuristic otherwise.
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// Score = (quality × value) / effective_cost
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func scoreArm(qt *QualityTracker, arm *Arm, task Task) float64 {
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hq := heuristicQuality(arm, task)
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quality := hq
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if qt != nil {
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if observed, hasData := qt.Quality(arm.ID, task.Type); hasData {
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quality = 0.7*observed + 0.3*hq
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}
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}
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value := task.ValueScore()
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cost := effectiveCost(arm, task)
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if cost <= 0 {
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cost = 0.001
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}
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return (quality * value) / cost
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}
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// heuristicQuality estimates arm quality without historical data.
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func heuristicQuality(arm *Arm, task Task) float64 {
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score := 0.5 // base
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// Larger context window = better for complex tasks
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if arm.Capabilities.ContextWindow >= 100000 {
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score += 0.1
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}
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if arm.Capabilities.ContextWindow >= 200000 {
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score += 0.05
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}
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// Thinking capability valuable for planning/orchestration/security
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if arm.Capabilities.Thinking {
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switch task.Type {
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case TaskPlanning, TaskOrchestration, TaskSecurityReview:
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score += 0.2
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case TaskDebug, TaskRefactor:
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score += 0.1
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}
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}
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// Tool support required — arm without tools gets heavy penalty
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if task.RequiresTools && !arm.SupportsTools() {
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score *= 0.1
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}
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// Local models get a small boost (no network latency, privacy)
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if arm.IsLocal {
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score += 0.05
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}
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// Complexity adjustment — complex tasks penalize small/local models
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if task.ComplexityScore > 0.7 && arm.IsLocal {
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score *= 0.7
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}
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// Clamp
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if score > 1.0 {
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score = 1.0
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}
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if score < 0.0 {
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score = 0.0
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}
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return score
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}
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// effectiveCost returns the base cost inflated by pool scarcity.
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func effectiveCost(arm *Arm, task Task) float64 {
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base := arm.EstimateCost(task.EstimatedTokens)
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if base <= 0 {
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base = 0.001 // local models are ~free but not zero for scoring
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}
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// Apply maximum scarcity multiplier across all pools
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maxMultiplier := 1.0
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for _, pool := range arm.Pools {
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m := pool.ScarcityMultiplier()
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if m > maxMultiplier {
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maxMultiplier = m
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}
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}
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return base * maxMultiplier
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}
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// filterFeasible returns arms that can handle the task (tools, pool capacity, quality).
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// Arms that pass tool and pool checks but fall below the task's minimum quality threshold
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// are collected separately and used as a last resort if no arm meets the threshold.
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func filterFeasible(arms []*Arm, task Task) []*Arm {
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threshold := DefaultThresholds[task.Type]
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var feasible []*Arm
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var belowQuality []*Arm // passed tool+pool but scored below minimum quality
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for _, arm := range arms {
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// Must support tools if task requires them
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if task.RequiresTools && !arm.SupportsTools() {
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continue
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}
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// Check all pools have capacity
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poolsOK := true
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for _, pool := range arm.Pools {
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pool.CheckReset()
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if !pool.CanAfford(arm.ID, task.EstimatedTokens) {
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poolsOK = false
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break
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}
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}
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if !poolsOK {
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continue
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}
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// Quality floor: arms below minimum are set aside, not discarded
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if heuristicQuality(arm, task) < threshold.Minimum {
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belowQuality = append(belowQuality, arm)
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continue
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}
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feasible = append(feasible, arm)
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}
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// Degrade gracefully: if no arm meets quality threshold, use below-quality ones
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if len(feasible) == 0 && len(belowQuality) > 0 {
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return belowQuality
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}
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// If still empty and task requires tools, relax pool checks (last resort)
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if len(feasible) == 0 && task.RequiresTools {
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for _, arm := range arms {
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if !arm.Capabilities.ToolUse {
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continue
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}
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poolsOK := true
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for _, pool := range arm.Pools {
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if !pool.CanAfford(arm.ID, task.EstimatedTokens) {
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poolsOK = false
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break
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}
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}
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if poolsOK {
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feasible = append(feasible, arm)
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}
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}
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}
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return feasible
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}
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