The lockstep coordinator, its phase machine and a synthetic composition, as a new workspace member. Every worker method is a Flybus RPC to an incarnation-pinned service; the domain request ids and result caches of ipc-v1 section 5 sit in front of every mutation. - coordinator: the step-v1 section 3 transaction in order -- prepare every agent concurrently, run one executor per agent in sorted agent-id order, assemble all port controls in descriptor order, send exactly one Environment.Advance, evaluate the task once, commit every agent concurrently, and move the committed boundary only when all of them succeeded. Sequential, concurrent and reversed dispatch are selectable and must agree. - phase: the section 2 machine as an explicit edge table, Paused and Failed included, with a committed-boundary predicate that gates pauses, captures and publication. - clock: checked rational accumulation. A 60 Hz world with a 1 ms model tick runs 16, 17, 17 ticks and comes back to a remainder of exactly zero. - dedup: operation keys, the cached reply with its own artifact holds, CONFLICT, IN_PROGRESS, RESULT_EXPIRED, STALE_STEP, the lifecycle bound and Worker.Acknowledge. - worker: the dispatch shell. Admission order and the result cache live here; the endpoint mutex is the worker's simulation lock, so one mutation runs at a time while Worker.Status answers from a separate cell. - agent, environment, task: a fake model with an explicit seed and a mutation counter the tests read, a fixed readout stub, a counter arena that seals one immutable frame per boundary, a deterministic task and the identity executor. - fly_session_types: the CONTRACT-01 domain types as a local stand-in, reconciled with the shared crate in a following commit. Tests run twice, over the in-memory transport and over a Unix socket, through the same router: the SESSION-01 acceptance bullets and every section 4 failure-injection row that applies to this slice. |
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|---|---|---|
| .forgejo/workflows | ||
| .github/workflows | ||
| apps/stage | ||
| data/fafb-v783 | ||
| docs | ||
| infra | ||
| packages | ||
| services | ||
| tools | ||
| .gitignore | ||
| CLAUDE.md | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| LICENSES.md | ||
| Makefile | ||
| NOTICE | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| ROM-POLICY.md | ||
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.