Train

Play

Boards

Brain

seed
inputhiddenoutput

Species

Waiting for clusters…

Win

No finished game yet

Leaders

gen 0 · 0 species

  • No scores yet

Stats

Overview

Gen 0

Idle

ready

Progress

Started

Wall-clock time when this training run first began (kept across Resume).

Elapsed

Time since the run started, including pauses while the tab was backgrounded.

PhaseIdle

Where this generation is in the loop: train tables → champ eval → breed.

Match steps

Average engine steps on live boards vs the step cap (how far matches have run).

Live boards

Active boards vs boards in the current parallel wave.

Speed

Throughput

Rolling generations completed per second.

Last gen time

Wall-clock time for the most recent finished generation.

Parallel boards

How many free-for-alls run at once (auto-scales with machine cost).

Steps / frame5

Engine steps advanced per animation slice (higher = faster sim, less UI).

Fitness

Best this gen

Highest fitness in the current scored population.

All-time peak

Best fitness ever recorded this run (survives noisy crash gens).

Since peak

Generations since the all-time peak last improved — long stretches mean stagnation.

Mean fitness

Average fitness across the population this generation.

Eval win rate

Share of champion free-for-alls the prospect won after training. Sparkline shows the trend across gens.

Undefeated streak0

Consecutive eval rounds the champion stayed strong enough to count as undefeated.

Diversity · complexity

Species

How many NEAT species the population is split into.

Species churn

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.

Unique styles

Distinct play-style signatures this generation (behavior variety).

Style entropy

Shannon entropy over styles — higher means a more even mix of behaviors.

Compatibility δ

Mean pairwise genetic distance — higher means topologies are more spread out.

Mean links

Average enabled connection genes — network wiring complexity.

Hidden nodes

Average hidden neurons per genome.

doing great struggling higher is better lower is better

Fitness over generations

No data yet

Complexity · diversity trends

No data yet

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.