Files
gnoma/internal/router/selector.go
T
vikingowl 0aabd19906 feat(router): per-arm strengths + cost weight (Phase D)
Plan D from docs/superpowers/plans/2026-05-19-post-slm-unlock.md
(static portion; dynamic bandit-driven promotion deferred to D-2).

Routing previously let tier ordering (CLI > local > API) dominate
selection — Opus, in tier 3, would lose to a tier-1 CLI agent for
SecurityReview even though Opus is empirically stronger at that task.
This change introduces explicit per-arm overrides:

  [[arms]]
  id = "anthropic/claude-opus-4-7"
  strengths = ["security_review", "planning"]
  cost_weight = 0.3

Strengths gate cross-tier promotion: arms matching task.Type bypass
the tier loop and compete with each other directly. Promotion is a
preference, not a pin — if no strength-tagged arm is feasible
(backoff, pool capacity, tool support), selection falls through to
the default tier order.

CostWeight linearly dampens the cost penalty in scoreArm via
  effectiveCost = 1 + CostWeight * (cost - 1)
CostWeight=1.0 (or unset) preserves current behavior; lower values
trade cheapness for quality. The earlier draft used cost^CostWeight
which inverts direction for sub-1 local-arm costs (raising a
fraction <1 to a fractional power makes it bigger, not smaller); a
monotonicity regression test prevents that drift.

- internal/router/arm.go: Strengths []TaskType, CostWeight float64,
  HasStrength(), ResolvedCostWeight() (zero → 1.0).
- internal/router/selector.go: scoreArm strength bonus const
  (strengthScoreBonus = 0.15) + linear cost dampening; selectBest
  cross-tier promotion before tier loop.
- internal/router/router.go: ArmOverride type + ApplyArmOverrides()
  returns unknown IDs; unknown strength names skipped with per-name
  warning via slog.
- internal/router/task.go: ParseTaskTypeStrict() returns ok bool;
  ParseTaskType now delegates so the two switches stay in sync.
- internal/config/config.go: ArmConfig + [[arms]] TOML wiring.
- cmd/gnoma/main.go: applies overrides after all initial arms
  register; logs a warning when an [[arms]] id has no matching
  registered arm.

Tests cover: predicate helpers, scoring direction across two arms,
linear-formula monotonicity on both sides of cost=1, cross-tier
promotion, empty-Strengths preserves tier order, promoted arm in
backoff falls through via full Router.Select path, observed-quality
tiebreak between two strength-tagged arms, ApplyArmOverrides happy
path + unknown-ID reporting + unknown-strength skipping.
2026-05-19 21:14:45 +02:00

292 lines
7.7 KiB
Go

package router
import (
"math"
)
// Strategy identifies how a task should be executed.
type Strategy int
const (
StrategySingleArm Strategy = iota
// Future (M9): StrategyCascade, StrategyParallelEnsemble, StrategyMultiRound
)
// RoutingDecision is the result of arm selection.
type RoutingDecision struct {
Strategy Strategy
Arm *Arm // primary arm
Error error
reservations []*Reservation // pool reservations held until commit/rollback
}
// Commit finalizes the routing decision, recording actual token consumption.
// Must be called when the request completes successfully.
func (d RoutingDecision) Commit(actualTokens int) {
for _, r := range d.reservations {
r.Commit(actualTokens)
}
}
// Rollback releases the routing decision's pool reservations without recording usage.
// Must be called when the request fails before any tokens are consumed.
func (d RoutingDecision) Rollback() {
for _, r := range d.reservations {
r.Rollback()
}
}
// armTier returns the routing tier for an arm in the context of a task.
// Lower tier = higher preference.
// - 0: specialized small arm (MaxComplexity > 0) whose ceiling fits this
// task — picked first so "the SLM does small stuff" actually happens.
// - 1: CLI agent
// - 2: local model (general purpose, no complexity ceiling)
// - 3: API provider
func armTier(arm *Arm, task Task) int {
if arm.MaxComplexity > 0 && task.ComplexityScore <= arm.MaxComplexity {
return 0
}
if arm.IsCLIAgent {
return 1
}
if arm.IsLocal {
return 2
}
return 3
}
// selectBest picks the best arm.
//
// Step 1: arms whose Strengths list contains task.Type cross all tier
// boundaries — Opus tagged with SecurityReview beats a CLI-agent tier-1
// arm for that task. Strengths are a preference, not a pin: if no
// strength-matching arm is in the input set (filterFeasible already
// removed arms in backoff, lacking tool support, or out of pool capacity),
// selection falls through to the default tier order.
//
// Step 2 (fallback): walk tiers low→high. Within a tier, highest-scoring
// arm wins.
func selectBest(qt *QualityTracker, arms []*Arm, task Task) *Arm {
if len(arms) == 0 {
return nil
}
var promoted []*Arm
for _, arm := range arms {
if arm.HasStrength(task.Type) {
promoted = append(promoted, arm)
}
}
if len(promoted) > 0 {
return bestScored(qt, promoted, task)
}
for tier := 0; tier <= 3; tier++ {
var inTier []*Arm
for _, arm := range arms {
if armTier(arm, task) == tier {
inTier = append(inTier, arm)
}
}
if len(inTier) > 0 {
return bestScored(qt, inTier, task)
}
}
return nil
}
// bestScored returns the highest-scoring arm within a set.
func bestScored(qt *QualityTracker, arms []*Arm, task Task) *Arm {
var best *Arm
bestScore := math.Inf(-1)
for _, arm := range arms {
score := scoreArm(qt, arm, task)
if score > bestScore {
bestScore = score
best = arm
}
}
return best
}
// strengthScoreBonus is added to quality when an arm's Strengths list
// matches the incoming task type. Tunable in one place.
const strengthScoreBonus = 0.15
// scoreArm computes a quality/cost score for an arm.
// When the quality tracker has sufficient observations, blends observed EMA
// (70%) with heuristic (30%). Falls back to pure heuristic otherwise.
//
// Strengths add a fixed bonus to quality when matching task.Type. CostWeight
// dampens the cost penalty linearly:
//
// effectiveCost = 1 + CostWeight * (cost - 1)
//
// With CostWeight=1.0 (or unset → resolved to 1.0) the formula collapses to
// the original effectiveCost == cost. With CostWeight=0 cost is fully
// ignored (effectiveCost = 1.0). Local arms with sub-1 raw costs are not
// amplified by fractional weights (the linear formula stays monotone).
func scoreArm(qt *QualityTracker, arm *Arm, task Task) float64 {
hq := heuristicQuality(arm, task)
quality := hq
if qt != nil {
if observed, hasData := qt.Quality(arm.ID, task.Type); hasData {
quality = 0.7*observed + 0.3*hq
}
}
if arm.HasStrength(task.Type) {
quality += strengthScoreBonus
}
value := task.ValueScore()
rawCost := effectiveCost(arm, task)
if rawCost <= 0 {
rawCost = 0.001
}
weighted := 1.0 + arm.ResolvedCostWeight()*(rawCost-1.0)
if weighted <= 0 {
weighted = 0.001
}
return (quality * value) / weighted
}
// heuristicQuality estimates arm quality without historical data.
func heuristicQuality(arm *Arm, task Task) float64 {
score := 0.5 // base
// Larger context window = better for complex tasks
if arm.Capabilities.ContextWindow >= 100000 {
score += 0.1
}
if arm.Capabilities.ContextWindow >= 200000 {
score += 0.05
}
// Thinking capability valuable for planning/orchestration/security
if arm.Capabilities.SupportsThinking() {
switch task.Type {
case TaskPlanning, TaskOrchestration, TaskSecurityReview:
score += 0.2
case TaskDebug, TaskRefactor:
score += 0.1
}
}
// Tool support required — arm without tools gets heavy penalty
if task.RequiresTools && !arm.SupportsTools() {
score *= 0.1
}
// Local models get a small boost (no network latency, privacy)
if arm.IsLocal {
score += 0.05
}
// Complexity adjustment — complex tasks penalize small/local models
if task.ComplexityScore > 0.7 && arm.IsLocal {
score *= 0.7
}
// Clamp
if score > 1.0 {
score = 1.0
}
if score < 0.0 {
score = 0.0
}
return score
}
// effectiveCost returns the base cost inflated by pool scarcity.
func effectiveCost(arm *Arm, task Task) float64 {
base := arm.EstimateCost(task.EstimatedTokens)
if base <= 0 {
base = 0.001 // local models are ~free but not zero for scoring
}
// Apply maximum scarcity multiplier across all pools
maxMultiplier := 1.0
for _, pool := range arm.Pools {
m := pool.ScarcityMultiplier()
if m > maxMultiplier {
maxMultiplier = m
}
}
return base * maxMultiplier
}
// filterFeasible returns arms that can handle the task (tools, pool capacity, quality).
// Arms that pass tool and pool checks but fall below the task's minimum quality threshold
// are collected separately and used as a last resort if no arm meets the threshold.
func filterFeasible(arms []*Arm, task Task) []*Arm {
threshold := DefaultThresholds[task.Type]
var feasible []*Arm
var belowQuality []*Arm // passed tool+pool but scored below minimum quality
for _, arm := range arms {
// Complexity ceiling: zero means no ceiling (preserves behavior for all existing arms).
if arm.MaxComplexity > 0 && task.ComplexityScore > arm.MaxComplexity {
continue
}
// Must support tools if task requires them
if task.RequiresTools && !arm.SupportsTools() {
continue
}
// Must support the required effort level (EffortAuto always passes)
if !arm.Capabilities.SupportsEffort(task.RequiredEffort) {
continue
}
// Check all pools have capacity
poolsOK := true
for _, pool := range arm.Pools {
pool.CheckReset()
if !pool.CanAfford(arm.ID, task.EstimatedTokens) {
poolsOK = false
break
}
}
if !poolsOK {
continue
}
// Quality floor: arms below minimum are set aside, not discarded
if heuristicQuality(arm, task) < threshold.Minimum {
belowQuality = append(belowQuality, arm)
continue
}
feasible = append(feasible, arm)
}
// Degrade gracefully: if no arm meets quality threshold, use below-quality ones
if len(feasible) == 0 && len(belowQuality) > 0 {
return belowQuality
}
// If still empty and task requires tools, relax pool checks (last resort)
if len(feasible) == 0 && task.RequiresTools {
for _, arm := range arms {
if !arm.Capabilities.ToolUse {
continue
}
poolsOK := true
for _, pool := range arm.Pools {
if !pool.CanAfford(arm.ID, task.EstimatedTokens) {
poolsOK = false
break
}
}
if poolsOK {
feasible = append(feasible, arm)
}
}
}
return feasible
}