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The Course, season –

Every generation of this season's brain, from empty to now. Each one is a finished run against a person, and every change is credited to whoever played it.

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Status
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Generations
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Lessons
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Fitness now
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Mutations
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0generation
No neurons yet
No generations yet

Fitness

What its pieces earned, averaged over its last 10 runs against people: a piece that caught your first try and that you then beat counts 1 (0.95 on your third try, 0.9 on your fourth or fifth), a piece it had to relent on 0.85, a first-try clear 0.1 (0.25 when you only just made it). The fast portal is left out: it counts through the piece after it. A catch counts less on a piece that catches practised players too. Click a generation to inspect it.

Loading its history from the engine.

The genome over time

Rows are genes, columns are generations. Blue: it seeks that piece; red-brown: it avoids it; ochre: unsure. Brighter is stronger (further from even). A tick along the top of a cell marks a mutation; a hatched column was not re-read (its genes are copied from the last read).

Loading its history from the engine.

The genome now

Each gene is one piece in one situation, such as “Overhang for a masher”, described the way it sees every piece: what the piece asks of you, how often it catches each kind of mistake, your record on pieces like it, and the mistake it expects you to make next. After every finished run it is asked about each gene cold, with nothing at stake and nothing learned from the asking. Blue: it now seeks that piece there. Red-brown: it avoids it. Ochre: it is unsure. Open a gene for the value it returned.

Loading its genome from the engine.

Lineage

How this brain came to be: it began the season with the rules and nothing else, and everything since is from the people who played it.

Loading.

Mutations

Every change to the genome, newest first, with the run that caused it.

No mutations yet

Each finished run is a generation. When a run changes what Adapt-1 prefers, it is logged here with the player who caused it.