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به‌زودیقیمت هنوز در استیم اعلام نشده

A fruit fly in a glass box on a windowsill. Place fruit, tap the glass and watch it walk, eat and fly, across 20 tasks. Its brain is a simplified model built from the published wiring map of a fly's central nervous system. Program assists are labelled. See the model fire on the brain map.

One fruit fly. A brain model you can watch.

AFEI is a quiet observation game. One fruit fly lives in a glass box on a windowsill. You set up small experiments, then watch what the model and the physics body do.

What you do

  • Place fruit. Up to three pieces: strawberry or banana, from fresh to mouldy, close to the fly or far away. Fruit ripens in real time.
  • Tap the glass. Code sends a synthetic looming signal to the fly's looming-detector neurons; the model's take-off neurons decide whether it takes off; the jump and flight are assisted.
  • Open the brain map. Show the whole central nervous system, the brain, or the smell path. Fibres are drawn from measured neuron shapes (simplified); the glow is the model's firing at that moment.
  • Look closely. Orbit, zoom and follow the fly, and give it a name.
  • Complete 20 tasks. From "Watch it eat" to "Weaker fruit reached first". Each task gives a card with one sentence on what the model does and what the code does. Finish all 20 for a full clear, then keep watching as long as you like.

The science, plainly

Afei's brain is a leaky integrate-and-fire (LIF) model of all 165,122 neurons and about 25.6 million neuron-to-neuron connections in the Male CNS v1.0 connectome, the published wiring map of one male fruit fly's brain and nerve cord. It runs on your PC in 1 ms steps. The body is the NeuroMechFly physics model, running in MuJoCo. The model receives smell, taste, leg contact and, when you tap, a looming signal. It cannot see (the eyes are not wired in yet) and it does not learn. All neurons share one parameter set, and whether a connection excites or inhibits comes from the dataset's machine-learning predictions of each neuron's transmitter. Much of the behaviour is assisted by code, and the game marks each assist. Among them: half of the walking drive, the flight itself, turning toward fruit, extending the proboscis, grooming, the walk/rest rhythm, wall-following, and a stronger smell input when it is hungry. Model time runs slower than real time: about half to nine-tenths of real time on the tested laptop. This is a computational model with simplifications and engineering assists. It is not a recording of a real brain, and it is not a complete fly.

No way to fail

The fly does not die and tasks never expire. The model pauses while the game is closed; fruit keeps ripening in real time. Rewards (keepsakes and scenes) are for you and never change the model.

AI assistance: code, images, text, music and sound effects were made with the help of AI tools and reviewed by the developer. The Japanese text is an AI-assisted translation, not yet checked by a native speaker. The Simplified Chinese text is converted from the Traditional Chinese by a rule-based converter (OpenCC) with a term list drafted with AI assistance, not yet checked by a mainland reader. Afei's brain is a simulation of a connectome, not generative AI.

Features

  • A simplified brain model built from the published Male CNS connectome, computed on your PC in 1 ms steps
  • A physics body with six legs, gravity and contact (NeuroMechFly in MuJoCo)
  • A cartoon fly; leg shapes from the flybody model
  • Brain map with simplified neuron fibres, the model's current firing, and readouts: smell input left/right, taste, foot contact, neural drive left/right
  • Up to 3 fruits, 2 kinds x 4 ripeness stages; with one fruit out, its tag shows the smell-path neurons' current firing rate
  • 20 tasks (16 easy, 3 harder, 1 very hard), 20 cards and a full clear; keepsakes and two more scenes (a veranda and a night windowsill) as gifts
  • Every engineering assist marked with an icon and a note; model time shown on the brain map
  • Original music and sound effects
  • Traditional Chinese, Simplified Chinese, English and Japanese, switchable in Settings (Simplified Chinese: converted from the Traditional Chinese; Japanese: AI-assisted translation)
  • Autosave; optional background mode in windowed play

Real data, model and engineering assists

  • Real data: neuron shapes and connections from the published Male CNS connectome; transmitter types are the data authors' machine-learning predictions.
  • Model: Afei's brain is a simplified LIF model; its body runs on NeuroMechFly and MuJoCo physics. On-screen numbers are model output, not recordings. It is not a real brain and not a complete fly.
  • Engineering assists: the walking rhythm, steering toward fruit, the grooming and rest schedule, and the take-off and flight assists are program code, and the game labels each one.

Data and tools

Neural wiring and neuron shapes: Male CNS v1.0 connectome (FlyEM at HHMI Janelia, University of Cambridge, MRC Laboratory of Molecular Biology, Google Research), CC BY 4.0. Simplified for this game (signed weights for a LIF model, simplified skeletons and region meshes); the data creators do not endorse this game. Body: NeuroMechFly v2 / FlyGym (Apache 2.0) and the MuJoCo physics engine (DeepMind Technologies Limited, Apache 2.0). Leg shape from flybody (TuragaLab, Apache 2.0). Fonts: Noto Sans TC, SC and JP (SIL Open Font License 1.1). Made with Unity.