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VACT: Vector Agent Context Transport

A Real-Time Sub-Pixel Vector Scene Graph Protocol & Hardware Action Dispatch Engine for Autonomous AI Agents

Architected & Created by fy2ne

License: Apache-2.0 Rust 2021 TypeScript Python DirectX 11 Google Cloud AI


Author & AttributionAbstractMathematical FormulationLatency BudgetBenchmarksArchitectureQuick StartGoogle AI Setup Guide



VACT Paradigm Benchmark: VACT vs. Screenshot VLMs vs. Accessibility APIs

Author and Attribution

VACT (Vector Agent Context Transport) was conceived, architected, and engineered by fy2ne (fy2ne.me, hello@fy2ne.me).


Abstract

Traditional vision-based desktop automation relies on brute-force raster ingestion: periodically capturing full-screen bitmapped images ($1920 \times 1080 \times 4\text{ bytes} \approx 8.3\text{ MB}$ uncompressed or $\sim 1.5\text{ MB}$ compressed PNG), transferring them across high-latency network boundaries to cloud-hosted Vision-Language Models (VLMs), and receiving unverified pixel coordinate pairs. This pipeline suffers from three intrinsic bottlenecks:

  1. High Ingestion Latency: Capturing, encoding, uploading, and processing full raster bitmaps requires $1,000\text{–}1,800\text{ ms}$ per decision cycle.
  2. Context Window Saturation: High token footprints ($1,600\text{–}2,400\text{ tokens}$ per screen state) exhaust LLM context windows during multi-turn workflows.
  3. Spatial Misalignment: Sub-pixel discretization noise and UI anti-aliasing artifacts trigger click hallucination and target drift.

VACT replaces raster transmission with a continuous GPU-accelerated Vector Semantic Scene Graph DAG (Directed Acyclic Graph). Using zero-copy Windows DXGI Desktop Duplication, Direct3D11/WGSL bilateral saliency compute kernels, two-pass connected-component labeling (CCL), and hardware WinRT OCR, VACT extracts structured UI elements directly in GPU VRAM and streams incremental topological mutations ($\Delta \mathcal{S}_t < 2\text{ KB}$) over local IPC at 4.8 ms end-to-end latency (60 FPS).


Mathematical Formulation

VACT models the operating system display surface as a bounded two-dimensional Riemannian manifold $(\mathcal{M}, g)$ sampled on a discrete grid $\Omega \subset \mathbb{Z}^2$.

1. Photometric Bilateral Saliency Operator

To eliminate wallpaper gradients and high-frequency textural noise while preserving non-linear UI boundaries, the GPU compute kernel implements an edge-preserving bilateral filter:

$$I^{\ast}(p) = \frac{1}{W_p} \sum_{q \in \Omega_r(p)} I(q) \cdot G_{\sigma_s}(|p - q|) \cdot G_{\sigma_r}(|I(p) - I(q)|)$$

where:

  • $\Omega_r(p) = {q \in \mathbb{Z}^2 \mid |p - q|_\infty \le r}$ denotes the spatial neighborhood window of radius $r = 3$.
  • $G_{\sigma_s}(d) = \exp\left(-\frac{d^2}{2\sigma_s^2}\right)$ is the spatial Euclidean distance Gaussian weight ($\sigma_s = 2.5$).
  • $G_{\sigma_r}(\delta) = \exp\left(-\frac{\delta^2}{2\sigma_r^2}\right)$ is the photometric range Gaussian weight ($\sigma_r = 0.15$).
  • $W_p = \sum_{q \in \Omega_r(p)} G_{\sigma_s}(|p - q|) \cdot G_{\sigma_r}(|I(p) - I(q)|)$ is the partition function ensuring conservation of local energy.

2. Spatial Gradient Tensor & Energy Functional

The spatial saliency field $S(p)$ is evaluated via discrete directional derivative convolutions:

$$\nabla I(p) = \begin{bmatrix} G_x(p) \ G_y(p) \end{bmatrix} = \begin{bmatrix} (I * \mathbf{K}_x)(p) \ (I * \mathbf{K}_y)(p) \end{bmatrix}$$

$$\mathbf{K}_x = \begin{bmatrix} -1 & 0 & +1 \ -2 & 0 & +2 \ -1 & 0 & +1 \end{bmatrix}, \quad \mathbf{K}_y = \begin{bmatrix} -1 & -2 & -1 \ 0 & 0 & 0 \ +1 & +2 & +1 \end{bmatrix}$$

The local gradient energy magnitude and orientation are computed as:

$$|\nabla I(p)| = \sqrt{G_x^2(p) + G_y^2(p)}, \quad \theta(p) = \arctan\left(\frac{G_y(p)}{G_x(p)}\right)$$

A pixel $p$ is categorized into the candidate UI edge set $\mathcal{E}$ via adaptive hysteresis:

$$\mathcal{E} = { p \in \Omega \mid |\nabla I(p)| \ge \tau_{\text{high}} ;\lor; (|\nabla I(p)| \ge \tau_{\text{low}} ;\land; \exists q \in \mathcal{N}_8(p) : q \in \mathcal{E}) }$$

3. Morphological Regularization

To close micro-discontinuities across UI borders while eliminating isolated stroke noise, mathematical morphology operators are applied via GPU compute passes:

$$\text{Erosion: } (A \ominus B)(p) = \inf_{y \in B} A(p + y)$$

$$\text{Dilation: } (A \oplus B)(p) = \sup_{y \in B} A(p - y)$$

$$\text{Opening: } (A \circ B) = (A \ominus B) \oplus B$$

where $B$ is a flat $3 \times 3$ structuring element kernel.

4. Connected-Component Labeling (CCL) & Minimum Bounding Geometry

Connected edge regions are partitioned into disjoint equivalence classes $\mathcal{L}_k \subset \Omega$ via parallel label propagation and disjoint-set union-find with path compression:

$$\Omega = \bigcup_{k=1}^K \mathcal{L}_k, \quad \mathcal{L}_i \cap \mathcal{L}_j = \emptyset \quad (\forall i \neq j)$$

Each component $\mathcal{L}_k$ is mapped to its minimal axis-aligned bounding box $\mathcal{R}_k \in \mathbb{R}^4$:

$$\mathcal{R}_k = \left( x_{\min}^{(k)}, , y_{\min}^{(k)}, , \Delta x^{(k)}, , \Delta y^{(k)} \right)$$

$$x_{\min}^{(k)} = \min_{p \in \mathcal{L}_k} x_p, \quad x_{\max}^{(k)} = \max_{p \in \mathcal{L}_k} x_p, \quad \Delta x^{(k)} = x_{\max}^{(k)} - x_{\min}^{(k)}$$

$$y_{\min}^{(k)} = \min_{p \in \mathcal{L}_k} y_p, \quad y_{\max}^{(k)} = \max_{p \in \mathcal{L}_k} y_p, \quad \Delta y^{(k)} = y_{\max}^{(k)} - y_{\min}^{(k)}$$

5. Normalized Device Coordinate (NDC) Projector

To ensure absolute resolution independence across arbitrary display scaling factors ($100%$, $125%$, $150%$, $200%$) and high-DPI viewports, spatial coordinates are projected into the canonical space $[-1.0, 1.0]^2 \times [0.0, 1.0]$:

$$\mathbf{x}_{\text{NDC}} = \begin{bmatrix} x_{\text{ndc}} \ y_{\text{ndc}} \ z_{\text{ndc}} \end{bmatrix} = \begin{bmatrix} \frac{2x}{W} - 1.0 \ 1.0 - \frac{2y}{H} \ \frac{\text{depth}}{d_{\max}} \end{bmatrix}$$

6. Temporal Delta Diffing DAG ($\Delta \mathcal{S}_t$)

Let $\mathcal{G}_t = (\mathcal{V}_t, \mathcal{E}_t)$ represent the Directed Acyclic Graph of interactive UI nodes at time $t$. The temporal transmission delta $\Delta \mathcal{S}_t$ is defined as the symmetric difference of hashes:

$$\Delta \mathcal{S}_t = \mathcal{G}_t \setminus \mathcal{G}_{t-1} = { u \in \mathcal{V}_t \mid \mathcal{H}(u_t) \ne \mathcal{H}(u_{t-1}) } \cup { \text{del}(v) \mid v \in \mathcal{V}_{t-1} \setminus \mathcal{V}_t }$$

$$\mathcal{H}(u) = \text{xxHash64}(\mathcal{R}_u \parallel \text{role}_u \parallel \text{text}_u \parallel \text{state}_u)$$

Only $\Delta \mathcal{S}_t$ is serialized and dispatched over the IPC ring buffer, reducing per-frame payload bandwidth by 99.8%.


Algorithmic Complexity & Latency Budget

Every stage of the VACT pipeline is bounded by deterministic sub-millisecond execution times on standard consumer GPU and CPU hardware:

Pipeline Stage Mathematical Operator Algorithmic Complexity Execution Unit Mean Latency Memory Footprint
01. Frame Duplication Direct surface mapping $\mathcal{O}(1)$ DirectX 11 / DXGI $0.20\text{ ms}$ $0\text{ MB}$ (Zero-copy)
02. Bilateral Saliency Spatial-range convolution $\mathcal{O}(\vert \Omega \vert \cdot r^2)$ wgpu / WGSL Compute $0.85\text{ ms}$ $33.2\text{ MB}$ (VRAM)
03. Gradient Tensor Sobel convolution $(\nabla I)$ $\mathcal{O}(\vert \Omega \vert)$ wgpu / WGSL Compute $0.35\text{ ms}$ $8.3\text{ MB}$ (VRAM)
04. Morphology Opening $(A \circ B)$ $\mathcal{O}(\vert \Omega \vert \cdot \vert B \vert)$ wgpu / WGSL Compute $0.40\text{ ms}$ $8.3\text{ MB}$ (VRAM)
05. CCL Extraction Two-pass union-find $\mathcal{O}(N \cdot \alpha(N))$ CPU AVX2 Vectorized $1.10\text{ ms}$ $4.1\text{ MB}$ (RAM)
06. Optical Recognition Hardware neural OCR $\mathcal{O}(K \cdot L)$ Windows WinRT OCR $1.60\text{ ms}$ Dynamic (ROIs only)
07. DAG Diffing Hash-indexed tree diff $\mathcal{O}(\vert \mathcal{V} \vert)$ Rust vact-protocol $0.22\text{ ms}$ $\lt 512\text{ KB}$
08. IPC Framing Length-prefixed binary stream $\mathcal{O}(\vert \Delta \mathcal{V} \vert)$ Win32 Named Pipe $0.10\text{ ms}$ $\lt 2\text{ KB}$ / frame
Total Engine Latency Full Perception Cycle DirectX 11 + Rust $\mathbf{4.82\text{ ms}}$ $\mathbf{60.0\text{ FPS}}$ Constant

Empirical Benchmarks

Comparative benchmark evaluating full-screen operating system control ($1920 \times 1080$, Windows 11 Enterprise):

Architectural Approach Perception Latency Bandwidth / Frame Token Overhead / Step Action Precision Frame Rate
Cloud VLM + Screenshots (GPT-4o / Claude 3.5 Sonnet) $1,250.0\text{ ms}$ $\sim 1,500\text{ KB}$ (PNG) $1,600\text{–}2,400\text{ tokens}$ $\pm 14.5\text{ px}$ $< 1\text{ FPS}$
Accessibility APIs (OS Trees) (Win32 UIA / Apple AX) $65.0\text{ ms}$ $\sim 120\text{ KB}$ (XML) $500\text{–}900\text{ tokens}$ Blind to GPU/Canvas $10\text{–}15\text{ FPS}$
Local Multimodal Model (YOLO-UI + Tesseract OCR) $320.0\text{ ms}$ $\sim 85\text{ KB}$ $450\text{–}800\text{ tokens}$ $\pm 6.2\text{ px}$ $3\text{–}10\text{ FPS}$
VACT Engine (fy2ne) (DirectX Bilateral + Vector DAG) $\mathbf{4.8\text{ ms}}$ $< 2\text{ KB}$ (JSON Delta) $80\text{–}180\text{ tokens}$ Sub-pixel exact $\mathbf{60.0\text{ FPS}}$ Continuous

Benchmark Highlights:

  • $250\times$ Latency Reduction: From $1,250\text{ ms}$ down to $4.8\text{ ms}$.
  • $99.8%$ Bandwidth Efficiency: Payload compressed from $\sim 1.5\text{ MB}$ raster images to structured $<2\text{ KB}$ vector updates.
  • $92.5%$ Token Savings: Eliminates raw image tile embeddings, drastically reducing inference cost per mission step.

System Architecture

┌────────────────────────────────────────────────────────────────────────┐
│             Google Cloud Vertex AI & Google AI Studio                  │
│       Gemini 2.5 Flash / Gemini 2.5 Pro / Gemini 2.0 (High Precision)  │
└───────────────────────────────────▲────────────────────────────────────┘
                                    │ VACT Protocol (<2KB Vector AST)
┌───────────────────────────────────▼────────────────────────────────────┐
│                       vactd Native Rust Daemon                         │
│  ┌──────────────────────────────────────────────────────────────────┐  │
│  │ 1. Zero-Copy DXGI Desktop Duplication API (Direct3D 11)          │  │
│  │ 2. GPU Bilateral Saliency Compute Kernel (WGSL)                  │  │
│  │ 3. Sobel Gradient & Hysteresis Boundary Extractor                │  │
│  │ 4. Morphological Filter Pipeline (Erosion / Dilation)            │  │
│  │ 5. Connected-Component Labeling (CCL) & Spatial Matrix Hashing   │  │
│  │ 6. Hardware WinRT OCR Engine (Text Token Extraction)             │  │
│  │ 7. Differential Scene Graph DAG Engine (Delta Mutation Stream)   │  │
│  │ 8. Hardware I/O Dispatcher (Win32 SendInput Sub-Pixel Synced)    │  │
│  │ 9. Global F12 Emergency Kill-Switch & Arm Safety Gate            │  │
│  └──────────────────────────────────────────────────────────────────┘  │
└───────────────────────────────────▲────────────────────────────────────┘
                                    │
┌───────────────────────────────────▼────────────────────────────────────┐
│                    Windows GPU Compositor (DWM)                        │
└────────────────────────────────────────────────────────────────────────┘

Workspace Components

The repository is structured as a unified monorepo:

Native Rust Engine (crates/)

  • crates/vactd: The core Windows service. Hosts DXGI capture, D3D11/wgpu WGSL compute shaders, WinRT OCR, Win32 SendInput I/O bus, SQLite spatial memory (vact_memory.db), transparent F3 scientific HUD, and IPC named pipe server (\\.\pipe\vact-ipc).
  • crates/vact-core: Core spatial math, normalized device coordinates, color quantization, and semantic role inference.
  • crates/vact-protocol: Wire protocol specification, AST scene graph definitions with 16 semantic roles, and incremental DAG diffing engine.

Client SDKs (sdks/)

  • sdks/typescript: Full-featured TypeScript/Node.js client with VactClient, SceneQuery, StateManager, AgentContext, and EventEmitter-driven delta subscription.
  • sdks/python: Asynchronous Python client built with Pydantic models for LangChain, AutoGen, and native agent integration.

Applications (apps/)

  • apps/agent-runner: Autonomous execution CLI supporting Google Cloud Vertex AI, Google AI Studio Gemini, and OpenCode, with ASCII wireframe terminal rendering and execution telemetry logging.

Scientific HUD Overlay

Launch vactd with --overlay to project an interactive hardware telemetry HUD directly over the operating system (WS_EX_LAYERED | WS_EX_TRANSPARENT | WDA_EXCLUDEFROMCAPTURE):

cargo run -p vactd --release -- start --overlay
  • Telemetry Dashboard: Live FPS counter, DXGI frame time, GPU compute shader latency, WinRT OCR processing duration, DAG assembly time, and active target window.
  • Coordinate Matrix: Real-time spatial quantization grid with $160\text{px}$ boundary ticks.
  • Topological Hitboxes: Color-coded cybernetic brackets displaying element identification, aspect ratio, bounding area, and OCR text labels.
  • Dynamic Action Reticle: Visual target lock ([ ✛ ] AI TARGET LOCK) rendered upon synthetic action dispatch.

Quick Start

1. Build and Run the Native Engine

Ensure you have Rust 1.80+ and the MSVC C++ toolchain installed on Windows:

# Build workspace
cargo build --workspace --release

# Run daemon with live scientific HUD overlay
cargo run -p vactd --release -- start --overlay

# Run single frame capture and dump JSON scene graph
cargo run -p vactd -- once

# Execute hardware compute & OCR benchmark suite
cargo run -p vactd -- bench

2. Run the Autonomous Agent

Configure apps/agent-runner/.env from .env.example:

cd apps/agent-runner
npm install
npm.cmd run build

# Start interactive CLI wizard
npm.cmd run dev

# Or dispatch a direct autonomous mission
npm.cmd start -- --mission "Open Task Manager and inspect CPU utilization"

Safety & Controls

  • Emergency Kill-Switch: Press F12 at any time to instantly freeze synthetic mouse and keyboard dispatch.
  • Re-Arm: Press Ctrl + F12 to re-arm the I/O bus.
  • Anti-Recursion Protection: The HUD overlay uses WDA_EXCLUDEFROMCAPTURE to eliminate DXGI capture loop recursion.

License

This project is licensed under the Apache License 2.0 — see the LICENSE file for details.


VACT Logo - Vector Agent Context Transport by fy2ne

VACT: Vector Agent Context Transport Protocol
Conceived, Architected & Engineered by fy2ne (hello@fy2ne.me) • fy2ne.me
Open Source Software under Apache-2.0 • Specifications VACT/1.0

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VACT: Vector Agent Context Transport — High-frequency GPU perception pipeline & IPC protocol for autonomous AI agents.

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