A simulated fruit-fly brain (FlyWire connectome) plays Game Boy games on a 24/7 stream.
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acamilo 24ba933500 docs: PROF-02a and RT-01a, the legacy Game Boy composition on the session framework
The operator decided on 2026-09-23 to port the live fly onto the session framework in full.
New contract legacy-gameboy-v1: the profile gameboy-legacy-fafb-v783-v1, the proof that the
legacy f64 frame clock equals the rational one, the step-by-step placement of step_frame in
lockstep-v1, the readout context (location allowed and declared), the channels decision, the
memory-image inspection and ROM AssetRef, the environment (one no-button setup frame, u8->f32
audio, DC blocker at the edge, gameboy-slots-v1), the pokered-macros-v1 executor as one object
with its task, the legacy-ratchet-rollback-v1 policy, the composition digest carrying decoder
and macro-channel configuration, legacy-transient-reset restore semantics, sugar admission with
a one-commit lag, and FLYSIM01 as format of record until RETIRE-01. PROF-02b is a stub.

Dated amendments, each citing the decision, where earlier text kept the legacy loop outside
lockstep or had no place for it: workers-v1 (telemetry, Initialize, executor, episode request
kind, admission, new section 7 extension methods), step-v1 (rollback edge, Phase B/C, clock,
episode policy, sugar lag), state-media-v1 (audio, memory-image retention, restore semantics,
format of record, section 7 ratchet), README section 4, implementation.md (AGENT-01 and ENV-01
unblocked), the MaleCNS backlog (FOUNDATION-02 split, RUNTIME-01 contract) and analysis (5.2,
5.4), and readout.md (where the location comes from).
2026-09-23 08:32:05 +00:00
.forgejo/workflows flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
.github/workflows flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
apps/stage stage(describe): the public repo URL on the card 2026-09-22 02:08:31 +00:00
data/fafb-v783 flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
docs docs: PROF-02a and RT-01a, the legacy Game Boy composition on the session framework 2026-09-23 08:32:05 +00:00
infra docs: macros.md 12.20, macros-wram.md section 11, the row 56 audit 2026-09-23 01:17:33 +00:00
packages session types: the legacy Game Boy profile and the RT-01a extension methods 2026-09-23 08:31:58 +00:00
services session types: the legacy Game Boy profile and the RT-01a extension methods 2026-09-23 08:31:58 +00:00
tools flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
.gitignore flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
CLAUDE.md flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
CONTRIBUTING.md flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
LICENSE flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
LICENSES.md flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
Makefile flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
NOTICE flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
package-lock.json feat(session-types): the TypeScript half of the contracts, over the same fixtures 2026-09-22 11:54:13 +00:00
package.json flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
README.md flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00
ROM-POLICY.md flybrain v0.4.0: public tree (history retained privately) 2026-09-21 15:09:46 +00:00

flybrain

A simulated fruit-fly brain that plays video games. A connectome-constrained spiking network reads the screen, its population rates become controller inputs, and a scalar reward nudges a bounded set of Kenyon-cell to MBON gains.

The library is @flybrain/brain in packages/brain. It holds the connectome dataset format, the LIF kernel, the plasticity rule, the population-rate readout and the activity-map geometry. It holds no game, no emulator and no reward rules: those belong to whatever embeds it.

Workspace layout

Path Contents
packages/brain the library (@flybrain/brain)
data/fafb-v783 FlyWire-derived browser artifacts (CC BY-NC 4.0)
tools/ the Python builder that regenerates data/ from official Codex exports
docs/ overview, dataset format, model, plasticity, readout, integration, limitations, verification
services/flysim the Rust service: brain, emulator, snapshot feed, control API, checkpoints
apps/ planned: one directory per game demo
infra/ planned: deployment for the 24/7 stream (see docs/streaming-plan.md)

Quick start

npm ci
npm test
npm run typecheck

76 tests, about 7 seconds. There is no build step. npx tsx packages/brain/examples/node-random-frames.ts 60 runs the full 139,255-neuron brain with the Game Boy readout on noise frames in plain Node (about 0.9x Game Boy real time single-threaded on a WSL laptop).

Usage

import { NeuralAgent, gameboyDecoderConfig, toButtonMask } from '@flybrain/brain';
import { loadBrainDatasetFromDir } from '@flybrain/brain/node';

const dataset = await loadBrainDatasetFromDir('data/fafb-v783');
const agent = new NeuralAgent(dataset, { decoder: gameboyDecoderConfig() });
agent.warmup(firstFrame);                        // 2,500 ms with plasticity off, then calibrate

// every emulator frame:
const { active } = agent.tick(framebuffer, {     // RGBA 160x144 by default; any size via config
  rewards: [{ value: 0.5 }],                     // scalar rewards your game adapter detected
  boot: !inGame,                                 // relaxes Start/Select throttling on title screens
});
emulator.setButtons(toButtonMask(active));

const checkpoint = agent.exportState();          // bit-exact resume, validated on import

The lower layers (LifNetwork, RewardModulatedStdp, PopulationDecoder) are exported too for hosts that want to run the loop themselves.

integration.md has the full per-frame loop, the fractional frame timing and the checkpoint contract.

Documentation

  • Overview: the pipeline, the layer map and the design principles.
  • Dataset format: artifacts, CSR layout, weight encoding, every role and its count, fingerprinting, regeneration, license.
  • Model: the 1-ms LIF kernel step by step, every default constant, the retina projection, the RNG, state export and version strings.
  • Plasticity: edge selection, the eligibility and reinforcement equations, statistics, topology hash and the explicit non-claims.
  • Readout: scores, exclusive groups, pulse channels, the blocked-direction cooldown, the Game Boy preset table and checkpoint versions.
  • Integration: what a game must provide, the Pokemon Red integration as a worked example, and a sketch of a platformer adapter.
  • Limitations: what is not claimed, what is unproven, measured throughput.
  • Verification: the oracle-test strategy and what each test file covers.
  • Streaming plan: headless capture, Twitch, VM design and the phased plan for a 24/7 stream.
  • Artifact builder: how to regenerate and verify data/fafb-v783.
  • Data attribution: source, license and citations.

Provenance

The network, plasticity rule, readout, FlyWire pipeline and activity viewer were extracted from the fly-plays-pokemon prototype so several game demos can share one core. The default configuration reproduces that prototype's kernel bit for bit, and verbatim copies of its modules live in packages/brain/tests/legacy/ as oracles. Built with Astra.

Licensing

The data/fafb-v783 artifacts are derived from the FlyWire FAFB public Codex v783 exports and are licensed CC BY-NC 4.0. That is a non-commercial license, so a commercial demo needs a different data source or separate permission. Citations and the list of modifications are in data/fafb-v783/ATTRIBUTION.md.

No license has been chosen for the code in this repository yet.

ROMs and save states never enter this repository.