Where Da Vinci learns

In development

The Arena

The Arena is a ladder of games and simulations we build, and Da Vinci learns by playing them. Each game is our own rules engine, written in C++. Every run writes a dated result file, and the scores on this page are read from those files.

Where It Trains

  • On Our Own Server

    The Arena is written for the server we run ourselves: eight ARM cores, 16 GB of memory and no graphics card. It needs nothing beyond a C++ compiler, and its own random number generator plays the same games from the same seed on any machine.

  • In Games and Simulations We Build

    Every game is written from scratch, with plain genre names and no outside assets. What the Arena learns from is the games it plays.

  • On a CPU

    Every score on this page came from a run on a CPU. A full run of every game takes about a minute on one core.

The Ladder

Each rung asks for a skill the one below it did not. The first three are built, and property trading is next. Beyond the tenth rung are 3D worlds, which need a graphics card. Alongside the ladder, a strand of game theory teaches Da Vinci to reason about other players.

  1. 01Sudoku Logic: find the forced move.Built
  2. 02Bingo Chance: forecasts that know how sure to be.Built
  3. 03Shedding Cards Chance with choices.Built
  4. 04Property Trading Money, deals and long-term planning.Next
  5. 05Chess Deep search and evaluation.Planned
  6. 06Go Pattern and territory.Planned
  7. 07Hidden Fleet Reasoning about what cannot be seen.Planned
  8. 08Civilisation-Style Strategy A whole world over many turns.Planned
  9. 09Persistent World Many agents in one shared world.Planned
  10. 10Empire Running everything at once.Planned

What Sits at the Centre

A causal model. Every game reports how well Da Vinci predicts the effect of a change, next to how well it plays.

  • Bayes

    Beliefs are probabilities, updated by evidence. In Bingo, Da Vinci is scored on how well its odds match what happens, not on winning.

  • Seeing

    The first rung of Judea Pearl's ladder of causation: what goes with what, learned by watching games.

  • Doing

    The second rung: what happens if we intervene. Da Vinci predicts the effect of a change, then the engine makes the change and measures it.

  • Imagining

    The third rung: what would have happened. Twin games share the same puzzle and the same luck and differ by one move.

  • Transport

    Elias Bareinboim's question: does an effect learned in one place hold in another? Effects measured on easier puzzles are tested again on harder ones it never trained on.

  • Next-Concept Modelling

    The engines describe play as concepts, not words: a forced move on offer, a rival close to winning, a dead end. A small neural network in plain C++ learns to predict the next concept, and it must beat a model that sees only the previous one.

  • A Physics Neural Network

    In development

    A network held to physical law, to give the causal model a world with mass, motion and time. It comes after the CPU rungs.

How It Improves

Recursive self-improvement, with a gate. Artificial random intelligence, which we also call super stochastic intelligence, is the horizon we are building toward, and the Arena is its first layer: SSI × RSI = ARI.

  • The Gate

    Da Vinci proposes a change to its own policy. The change is kept only if it beats a fixed test it cannot see or edit. Every generation, kept or cut, is written into the result file.

  • Every Change on Record

    Every change to the Arena's code is tested and recorded in git, where it can be audited. When a test shows one of our own models is wrong, we publish it and rebuild the model.

  • The Robespierre Rule

    The rules bind us too. Each result file carries the rule: 'A change is kept only if it beats a fixed test it cannot see or edit, and whatever does not serve the work is cut, however much it cost. The rule binds the makers too: no hand-tuned exceptions and no change outside the gate.'

Latest Scores

The latest run of each game, from the result files of 27 October 2026. When our server publishes newer runs, this list reads them from it.

  • Sudoku

    27 October 2026

    Logic. A wrong digit ends the game, so it has to find the forced move. Tested on 100 puzzles it never saw.

    Puzzles solved
    0% to 91%
    Causal accuracy, random play to learned
    31% to 98%
    Failures rescued by fixing one move
    100%
    Solved on harder puzzles it never trained on
    72%
  • Bingo

    27 October 2026

    Chance. No move changes the result, so it learns to forecast its own odds after each ball. Lower forecast error is better.

    Forecast error (Brier score)
    0.1020 to 0.0984
    Causal accuracy
    83%
  • Shedding Cards

    27 October 2026

    Chance with choices. It picks which card to play and improves by playing copies of itself. A fair share against three players is 25%.

    Wins against three random players
    27.5% to 30.6%
    Causal accuracy
    86%
  • Next-Concept Model on Sudoku

    27 October 2026

    Predicts the next concept in games it has not seen, against a model that sees only the previous concept.

    Next concept predicted
    71.6% to 79.6%
  • Next-Concept Model on Shedding Cards

    27 October 2026

    The same network and the same test on a game of chance with choices.

    Next concept predicted
    47.9% to 64.7%
  • Causal Model on Sudoku

    27 October 2026

    If the player guesses instead of playing a forced move, how much likelier is a dead end? The engine measures it in 1,500 twin games.

    Measured effect
    +14.9 points
    Naive reading of the same games
    +70.8 points
    Model's prediction
    +8.1 points
    Causal accuracy, naive reading to model
    0% to 54%
    Causal accuracy on harder puzzles
    96%
  • Nash Equilibria in Six Games

    27 October 2026

    It finds every equilibrium exactly, then two learners find them by playing each other. The causal test pays one player more and asks who changes.

    Equilibria found
    12
    Most either side could gain by deviating
    4.0000 to 0.0045
    Causal accuracy, naive reading to model
    0% to 99%
  • Poker With Hidden Cards

    27 October 2026

    Three cards and one bet, learned by counterfactual regret minimisation in self-play. Nobody told it to bluff.

    Exploitability
    0.4583 to 0.0016
    Value to the first player
    −0.0556
    Value in theory
    −0.0556
    Bluffs with the jack
    22%
  • The Repeated Prisoner's Dilemma

    27 October 2026

    Two hundred rounds with 2% noise. The gated loop evolves a strategy that remembers the last round.

    Points per round
    2.31 to 2.64
    Causal accuracy
    99%