nftechie/doomfly
Fly-connectome simulation controlling a live Doom arena, with experimental neural plasticity, spectator UI, and scientific validation reports.
What it solves
DOOMFLY attempts to test whether a biologically accurate simulation of a fruit fly's brain (the MaleCNS v1.0 connectome) can be trained to survive in a virtual environment (ViZDoom), using a dopamine-gated plasticity rule to simulate learning from negative reinforcement.
How it works
The project integrates a biological connectome with a game engine. It works through a following loop:
- Sensory Input: Game frames are converted into brightness and color inputs that stimulate specific modeled sensory neurons.
- Neural Processing: Activity propagates through a graph of 166,700 neurons and over 25 million directed connections based on a biological reconstruction.
- Motor Output: Specific neural activity is mapped to game controls (turning, moving, and firing) via a fixed interface.
- Learning Mechanism: When the agent takes nonfatal damage, an artificial aversive input is sent to dopamine cells, which triggers a plasticity rule that modifies a small set of existing connections (KC$→$MBON11).
- Persistence: Neural states and memory persist across rounds, while death triggers a new arena round.
Who it’s for
Researchers and developers interested in embodied intelligence, biological neural networks, and the intersection of neuroscience and AI agents.
Highlights
- Biological Fidelity: Uses the MaleCNS v1.0 connectome with over 25 million connections.
- Live Telemetry: Includes a monochrome spectator website for monitoring the simulation in real-time.
- Hybrid Approach: Combines a biological wiring diagram with engineered controller assignments and artificial reinforcement.
- Transparent Results: Explicitly documents negative results and failed validation gates for current training candidates.
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