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Warden, season –

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

Fight the Warden
Status
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Generations
0
Lessons
–
Fitness now
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Mutations
0
0generation
No neurons yet
No generations yet

Fitness

How close its strikes came, averaged over its last 10 fights against people: a hit counts 1, a graze 0.65, a near miss 0.3, a miss 0.1, a wall 0. Dashed: what a boss that strikes at random scores against the scripted players of the learning test, 0.29, derived offline. It is a reference, not a number Adapt-1 returned. 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 strike; 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 strike in one situation, such as “Lash someone in the air”, described the way it sees every strike: what the rules say the strike does and where it expects you to be. After every finished fight it is asked about each gene cold, with nothing at stake and nothing learned from the asking. Blue: it now seeks that strike 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.

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Mutations

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

No mutations yet

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