Is experience helping?
The first result lands when this run ends.
Place a scent. Teach a lesson. See if our fly beats its untrained twin.
0x759f49aade96d52adc39a3e5149afe64e7b2d031The same course. The same speed. Different experience.
Actual attempts, including failures.
Same arena and speed as the baseline.
Fastest finish in the recent report card.
0 exams recorded. Need 8 passes in 10.
The first result lands when this run ends.
Replays will appear after the first run.
3 gates · 30 seconds · new layouts
4 gates · 30 seconds · new layouts
5 gates · 30 seconds · new layouts
Food Run has its own learner built from the FLYBRAIN connectome model. Each run freezes a paired scent measurement: trained synapses and an untrained baseline receive the same input. Saved synaptic change and the measured reward-compartment response set how strongly the student follows scent at a junction.
Both flies get the same layout, movement speed, random draws and scent field. Wrong choices cause real detours in the game. Wins are never assigned in advance.
The neural-to-turn formula and movement controller are designed for this game. They are not validated biological walking behavior. The arena displays game outcomes, not proof of fly intelligence.
Every third run removes visitor cues. Graduation requires 8 passes among 10 recent exams. Replays retain the recorded route and response used for that run for 30 days.