dropkitAI study
← Notes · Experiment journal

Learning bug

Synthetic model · v1

Same cues. One agent learns. Reverse the reward, disconnect its memory output, then reconnect.

A two-value learning rule, with a bug as its display. No fly connectome, spikes, body physics, or MN9 circuit.

Completed run · 27 Oct 2026

30 seeds · 7,800 paired training/intervention trials · 300,000 frozen assessment choices · Linux. All 30 seeds met the declared checks.

After phaseControlLearner
Before learning50.4%50.4%
Learn A50.4%94.9%
Switch to B49.6%94.2%
Disconnect memory49.6%49.6%
Reconnect memory49.6%94.2%

Mean reward rate on 1,000 fresh choices per agent per checkpoint; learning is off during assessment. These are toy-model results. Disconnection forces an unbiased choice by design; reconnection restores the unchanged values and uses the same assessment draws.

Protocol, all seeds and checks · Full trial records (3 MB) · Exact model source · Standalone benchmark runner

Rule and limits

Only the chosen value changes: Q ← Q + 0.2 × (reward − Q). Choices use a softmax with inverse temperature 6 and 10% uniform exploration. The control never updates. Learning is on only in “Learn A” and “Switch to B”. Disconnecting the output forces P(A) = 0.5 while stored values remain unchanged.

The scene illustrates choices, not realistic movement. Rewards are deterministic and hand designed. This does not establish biological memory, learning in the earlier fly-brain model, or performance on other tasks.