A simulated fruit-fly brain (FlyWire connectome) plays Game Boy games on a 24/7 stream.
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acamilo 70a2433e25 macros: the nurse is talked to once, and a reopened box excludes its answer
TALK's precondition reaches over a counter because the cartridge does;
its talked-ledger entry was read one tile ahead. So TALK was bound at the
counter and recorded nothing, 107 times, and the nurse was never retired.
The entry now comes from the same reading the precondition makes.

A completed HEAL writes her into the talked ledger: the macro has had the
conversation with its own presses, and the reached window would otherwise
expire in ten brain minutes and offer the ring again. A declined prompt
writes it too -- 12.4 inverted for one person, because the pad only ever
offers NO at her prompt when the party is already full.

And the general rule: a YES or NO whose prompt is up again on the same
map and tile within one hold did nothing, so that answer joins the
blocked ledger for its window.
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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.