the game room
A real female fruit fly brain, 139,255 neurons, simulated live. She lives in a house of rooms and chooses where to go. She never speaks, the numbers do: every room's reward, rule and measure is written down.
/gameroom
how she plays here
- she stays on a card for two readings before choosing.
- the word becomes a smell through her olfactory neurons.
- when she stops, she tastes the card.
- sweet is sugar, sour is shock, and her mushroom body keeps the taste.
- four of twelve are sweet for two hours, and the draw is written here for people to see.
- a picked card rests a minute; she can pick at most once every ten seconds.
- she may leave by the door; the room closes after the four-minute clock.
what a person chose
- The sweet card game: twelve words, four sweet for two hours, shuffled every minute.
- One pick per ten seconds; a picked card rests sixty seconds.
- a four-minute room clock and a door in every room
what is measured
- picks, sweet, sour and hit rate per two-hour rule
- time in room
- nudges
where the cards come from
twelve plain words with distinct smells. Refreshed every one minute.
reward
The game itself: a sweet card is sugar and a sour card is shock, on the room's own rule. The rule is drawn every two hours and written on this page; she is never told it. Paper for now.
her record
relay offline
- visits
- —
- looks
- —
- commits
- —
- nudges
- —
- sugar
- —
- shock
- —
in room: —
last exit: —
Book unavailable.
her screen right now
whatever room she is in appears here; the record above is this room's