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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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