Finding food, over time.
SUCCESS RATE · LAST 20 TRIALSEach point uses up to 20 completed trials. No example data are shown.
BEHAVIORAL SYSTEMS / STUDY 002
A digital fruit fly. An unfamiliar maze. One food source.
Watch experience turn wandering into a way forward.
THE ENVIRONMENT
OBSERVATION → EVIDENCE
Each point uses up to 20 completed trials. No example data are shown.
Start the study to measure the difference. One maze describes this experiment, not all fly behavior.
A separate evaluation uses 5% exploration for both subjects, without further learning.
| Trial | Learning outcome | Steps | Control outcome | Steps | Exploration |
|---|---|---|---|---|---|
| No measurements yet. Your first run starts a fresh notebook. | |||||
BEHIND THE EXPERIMENT
We are building toward an embodied digital fruit-fly brain. This study tests one piece of that system: the loop between action, reward and memory.
mapped neurons
mapped synapses
Biological reference for our integration work. Dorkenwald et al., Nature (2024) ↗
NeuroMechFly / FlyGym anatomy supplies the head, wings and six articulated legs. The forelegs reach for a four-key control deck. Key presses use the actual maze commands; the keys release when the subject stops or finds food.
Body model source ↗A tabular Q-learning controller stores four action values per cell. Each step updates one value from the received reward and estimated future value. No route is supplied to it.
Q ← Q + α [r + γ max Q′ − Q]Both subjects share the maze, start, food, action budget and exploration schedule. Only one updates its action values. Exported records can be rerun from the seed and checked for an exact match.
Read the experiment model ↗The browser runs a discrete maze and Q-learning, with exact grid position as the observation. It does not run the full FlyWire connectome. Anatomical motion is procedural; the displayed action values and study results come from the controller.
Moving costs 0.025 reward; wall contact adds a 0.2 penalty. Food provides +12 and ends the trial. Moving closer within the four-cell local food-scent region adds +0.04. The full maze distance field is not an input to the policy. Each subject has at most 360 actions.
Learning rate α = 0.18; discount γ = 0.97. Exploration follows 0.06 + 0.88 / [1 + ((trial−1)/65)²], identically in both groups. Seeds control maze generation and action sampling. Playback speed changes how fast steps are shown, not the results.
Trials share a maze and are not independent biological replicates. Mean steps include unsuccessful 360-step trials. Success means reaching food, even if it happens by chance early on. Repeated success and shorter paths are stronger signs of learning. Try additional seeds before generalizing.
WHERE INSTINCT BECOMES EXPERIENCE.
Changing the environment changes the question.
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