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Lab Online · Neuroevolution
Neuroevolution Arcade

NEURO·HUB

Thirteen labs. Watch a neural network learn to play — live, from scratch

13 labs 250 genomes per generation tanh nets, no backprop 100% in your browser
Lab 01 · where it started
NEURO·SNAKE
Fifteen inputs — eight vision rays, food bearing, tail danger — and only three outputs: turn left, go straight, turn right. Everything is relative to the head, so the net has to learn steering rather than compass directions, and stop trapping itself in its own tail on a walled board.
8 Vision RaysEgocentric TurnsSelf-Trapping
ENTER LAB
NEURO·JUMPER
The widest sensor set in the lab — 29 inputs scanning the next several lanes. It must time car gaps, step onto drifting logs (and ride them without sliding off the map) and beat the train, while a rising camera kills anything that stalls.
29 InputsMoving PlatformsForced Forward
ENTER LAB
NEURO·ASTEROIDS
Eight radar cones report the nearest rock surface, plus its own forward/side velocity, the bearing to a target and the gun cooldown. Newtonian drift with no brakes: it has to learn that thrust is a commitment, and that big rocks split into faster small ones.
8 Radar ConesInertia, No Brakes5 Actions
ENTER LAB
NEURO·PONG
A one-paddle rally: the ball ricochets off the top and both side walls and speeds up 3.5% on every return, from 3.1 up to 7.4 units a step. With eight inputs it must extrapolate an intercept point that keeps moving further ahead of the ball as the rally accelerates.
Intercept PredictionBall Speeds Up8 Inputs
ENTER LAB
NEURO·STRIKER
Ten inputs: its own position, the aim and range to goal, and the offsets of the two nearest defenders. It is faster than them (7 vs 4.85) but can only shoot from inside range — so it must learn to carry the ball, bait the markers, then release before it is tackled.
2 Chasing DefendersShoot Range GateDribble Then Fire
ENTER LAB
NEURO·BREAKER
Fifty-four bricks, one ball, nine inputs — paddle position, ball state, and where the nearest surviving brick sits. The reward is sparse and far away: it has to keep a rally alive for thousands of steps, and a stall timer punishes safe, brick-free bouncing.
54 BricksSparse RewardStall Timer
ENTER LAB
NEURO·RUNNER
Procedural terrain on three platform heights with gaps up to 80 units wide, patrolling enemies and coins strung over the pits. Nine inputs, two outputs — jump and run — and a jump it cannot cancel mid-air, so the launch decision has to be right before the gap arrives.
Procedural TerrainUncancellable JumpCoin Bonus
ENTER LAB
NEURO·PULSE
Pure timing, no aiming: notes drop down four lanes and a pad only scores inside a ±4-tick window, doubling inside ±1. Twelve inputs include a sine/cosine tempo clock, so the net can learn the beat instead of merely reacting to it. Eight misses ends the run.
±4 Tick WindowTempo Clock Input8 Misses = Dead
ENTER LAB
NEURO·RIVER
Eleven inputs: the channel walls at its own row, then the river sampled two look-aheads further upstream, plus the nearest enemy boat and whether the gun is loaded. Steering by what is under you is fatal — it has to steer by what is coming in four and nine bands' time.
2 Look-Ahead BandsNarrowing ChannelShoot Or Dodge
ENTER LAB
NEURO·BLADE
A circular siege: up to fourteen enemies march radially inward while the net rotates a single blade with a 0.5-radian arc and a five-tick cooldown. It sees only the three closest threats, so survival means learning to triage — and to spin toward the next one before it commits.
Radial Siege3 Nearest OnlySlash Cooldown
ENTER LAB
NEURO·DASH
The smallest brain on the site: six inputs, one bit of control. Ship height and vertical speed, the distance to the next pillar and the top and bottom of its gap — then flap, or fall. Gravity 0.62 against a −7.6 impulse leaves almost no room for a late correction.
6 Inputs OnlyOne-Bit Control102px Gap
ENTER LAB
NEURO·STACK
Six inputs, one real decision: drop now, or wait. Every imperfect drop shaves the overhang off the block forever, and the carriage speeds up from 0.024 toward 0.070 each floor — so early sloppiness compounds until the block is thinner than 0.03 and the tower is over.
Drop Or WaitErrors CompoundAccelerating Carriage
ENTER LAB
NEURO·VOID
Bullet-hell survival with up to 280 tracers in the air. Eight rays measure incoming fire, four more give wall proximity, and two report its own velocity — because with 0.82 friction the core keeps sliding, so a dodge has to be started before the gap is even there.
280 Bullets8 Threat RaysMomentum Dodging
ENTER LAB