Train
Boards
—
Brain
Species
Win
Leaders
gen 0 · 0 species
- No scores yet
Stats
Overview
Gen 0
Idle
ready
Progress
Wall-clock time when this training run first began (kept across Resume).
Time since the run started, including pauses while the tab was backgrounded.
Where this generation is in the loop: train tables → champ eval → breed.
Average engine steps on live boards vs the step cap (how far matches have run).
Active boards vs boards in the current parallel wave.
Speed
Rolling generations completed per second.
Wall-clock time for the most recent finished generation.
How many free-for-alls run at once (auto-scales with machine cost).
Engine steps advanced per animation slice (higher = faster sim, less UI).
Fitness
Highest fitness in the current scored population.
Best fitness ever recorded this run (survives noisy crash gens).
Generations since the all-time peak last improved — long stretches mean stagnation.
Average fitness across the population this generation.
Share of champion free-for-alls the prospect won after training. Sparkline shows the trend across gens.
Consecutive eval rounds the champion stayed strong enough to count as undefeated.
Diversity · complexity
How many NEAT species the population is split into.
Species born vs extinct vs last gen (sparkline = born+extinct). Steady low churn with many species = healthy exploration; high turnover = lineages die before they matter.
Distinct play-style signatures this generation (behavior variety).
Shannon entropy over styles — higher means a more even mix of behaviors.
Mean pairwise genetic distance — higher means topologies are more spread out.
Average enabled connection genes — network wiring complexity.
Average hidden neurons per genome.
● doing great● struggling▲ higher is better▼ lower is better
Fitness over generations
Complexity · diversity trends
Landscape
Waiting · 12% converged
drag to orbit · yellow local peak · blue global peak
drag to orbit
Start training to see the population on the landscape.
Styles
- No tags yet
Fitness grants
Match fitness (2p+3p FFA). Leaders score is the average of these grants across tables.
- +120Win the matchSeat is the FFA winner.
- +0…50Win speed bonusExtra if you win fast: max(0, 50 − steps/100).
- +18…54Placement3p: 1st +54 … last +18 (rank × 18).
- +12 eachUranium collectedPer uranium gained during the match (+20 the first time).
- +5 eachPushesShoving another marble.
- +14 eachTerrain buildsEach tile spent from inventory (+24 the first time).
- +1.5 eachShop buysWall, boat, or shield purchase.
- +12Reactor placedOnce per match if a reactor goes down.
- +28First real activityAny non-looper play (not pure roll→end).
- +0.35 / turnTurns aliveCapped at 50 turns — only if not a looper.
- −15 eachOcean fallsFalling into the water.
- ≤ −50Idle looper cullNo win, uranium, push, build, buy, or reactor → score − 150, then capped at −50.