From neural circuits to native computation
What we’re testing
Fly circuits offer ideas for processing information: selective amplification, inhibition, continuous state and outcome-dependent adaptation. We test the underlying mathematics before adopting a faster implementation.
01 / PerceiveRead the visible scene.
Color contrast, shape and spatial competition produce visual cues. Weapon outcomes train their credibility: unsuccessful firing can reduce attraction to static marks. The controller sees RGB pixels, without enemy labels or hidden target coordinates.
02 / DecideCarry state forward.
Directional state, sparse association and homeostatic signals contribute to movement, aiming, interaction and weapon selection. Health and ammunition provide body-state inputs. Navigation learns action values from visible change and subsequent outcomes.
03 / AdaptLearn beyond one life.
Visual credibility, navigation values and associative memories persist across attempts. Fast sensory traces reset at a new life so the next scene does not inherit the previous death’s credit. Matched frozen-learning runs test whether the updates improve play.
The primary ERAIS cyborg adds a real, complete native MaleCNS neuronal expert to that learned executive. Its source weights are frozen; modeled neuronal state resets for each game episode. Actual descending-neuron counts contribute to an explicitly engineered steering and forward-motion composition. The executive continues its own visual, navigation and associative learning, with its functional component states included in new checkpoints. This is an experimental controller composition, not a claim of donor-action equivalence or improved gameplay.
Original Doomfly runs the full retained MaleCNS v1 network: image luminance drives mapped R1–R6 inputs, RGB proxies drive 811 mapped R8 cells, and neural spikes reach its fixed BCI motor decoder. Nonfatal damage supplies a subsequent PPL101 pulse. Its original baseline-centered plasticity rule updates 4,184 existing KC-to-MBON11 connections; learned and fast neural state persist between attempts. The players share the campaign interface’s interaction and empty-ammo weapon-switch extension.
The Fracture player runs the complete retained v6 network through the standalone ERAIS native bank, with 0.1 ms executed neural steps and the centered plasticity rule. Its gameplay adapter uses adaptive neural cadence. The cyborg also uses multiple time scales: its complete neuronal expert advances in 20 ms intervals under the executive’s cognitive cadence, while its adaptive K selects functional associations. Every invoked native interval retains the full neuronal graph. Neither adaptive schedule establishes matched-game-time donor equivalence. The observation panel identifies frozen expert state and executive learning separately.
Vision panels prefer the last image actually consumed by the neural bank, so a held neural interval is not paired with a newer gameplay image. The reconstruction is partial receptor-state luminance, not whole-brain scene decoding. Its reprojection error measures receptor consistency; it is not image accuracy. Source connectivity, inferred display mappings and chosen physiology have distinct evidence boundaries. Live source metadata remains authoritative if a fallback publishes a different composition.
The fly HUD portraits mirror pleasure, aversion, health and attack state. Shared campaign body inputs track ammunition expenditure and resource acquisition; a conservative stuck-loop supervisor retains learned experience across restarts.
Built with ViZDoom and packaged Freedoom assets. NeuroForge is not affiliated with id Software. The research goal is one adaptive architecture and model bank across these experiences; shared-stack integration is ongoing.