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FlyJEPA embodied Drosophila corpus (v2)

A benchmark of whole-brain connectome-driven embodied behaviour. See the task tiering before reading any aggregate number.

What this is

Rollouts of a whole-brain Drosophila connectome leaky-integrate-and-fire (LIF) model embodied in NeuroMechFly. 945 episodes / 142689 decision windows. The brain is driven by afferent Poisson input from the body's senses and its descending readout is decoded back into a body command each 50 ms window.

Task tiering (8 tasks + 1 negative-data control, NOT 9 flat tasks)

  • Taxis & discrimination (4): sugar_approach, good_vs_bad, strong_vs_weak, scent_trail.
  • Navigation (3): gauntlet, obstacle_field, meadow.
  • Controls (2): aversive_avoid (a reflex probe) and explore (stimulus-only). These are controls / negative data, not solvable tasks - do not count them as solved competence.

The explore control is a per-episode coin flip

55/105 explore episodes carry a zero-intensity placeholder (no cue at all); 50/105 have a real weak appetitive source. The difficulty knob only applies to the sourced half, and the sourced/unsourced split is RANDOM, not balanced per cell. Partition on appetitive source count if you need the two halves separately. Every explore feed_settle comes from the sourced half - there are zero settles without a source (verified).

aversive_avoid is a reflex probe, not a competence test

105/105 episodes end left_arena; path straightness 0.92 vs 0.61 corpus-wide; median final displacement 150 mm; median minimum distance to the aversive source 28.5 mm against an 8 mm threshold. Its 100% "success" cannot fail by construction - read it as a reflex sanity check, not a solved task.

Fall mechanism

28/28 fall episodes are preceded by an obstacle contact (82% within 5 windows, 100% within 10 and 20 windows, vs 3.2% / 6.3% / 12.2% by chance). The model has no righting reflex - there is no proprioceptive loop - so an inverted fly cannot recover; the episode ends after 20 windows inverted (end_reason='fell').

Schema

schema_version embodied-0.5 / embodied-0.6. label/outcomes columns:

col name meaning
0 dist distance to the nearest appetitive source (mm)
1 reached within FEED_RADIUS of an appetitive source
2 collision MuJoCo CONTACT-based obstacle collision (not a disc approximation)
3 fell inverted / airborne
4 aversive_dist distance to the nearest aversive source (nan if none)

end_reason values: feed_settle (settled at food), left_arena (departed

150 mm from spawn), completed (ran to the window cap), fell (inverted, no recovery), physics_error (MuJoCo instability, episode truncated). Splits: train / val / test.

Provenance: the corpus legitimately carries TWO git SHAs - 745cd1a (69 untouched shards) and 61e107d (12 re-run cells: strong_vs_weak x9 + 3 smoke top-ups). Their CONTROL CONSTANTS are identical, so they are compatible. corpus_version = v2, patched in place from an initial mislabel 'v1' with corpus_version_patched_from recorded on each affected shard (not hidden).

The two SHAs also explain the mixed schema above: the 12 re-run shards are embodied-0.6 and additionally carry meta/vision_mode, because they were collected AFTER the vision-provenance commit landed; the 69 untouched shards are embodied-0.5. This is history, not sloppiness - both schemas are backward-compatible and every reader handles either. All shards ran retinotopic vision (the retina fix predates both SHAs).

Corpus statistics

The block below is emitted verbatim by corpus_report so the card cannot drift from the data:

corpus: 81 shards, 945 episodes, 142689 windows, 44.78 GB on disk
bytes/window = 314 KB  (v1 was 761 KB/window)

success is PER-FAMILY (not comparable across families): approach=reached (<7mm / feed_settle); feed=reached (<7mm / feed_settle); avoid=min(aversive_dist) > 8mm; escape=escape label while loom > 0.5; forage/explore=n/a

scenario           diff    split   eps len med/mean   succ%  reach%  coll%  fell% H(act)  family  end_reasons
aversive_avoid     easy    test     10   185/  186      100.0%    0.0%   0.0%   0.0%   1.45  avoid:10  left_arena:10
aversive_avoid     easy    train    20   180/  184      100.0%    0.0%   0.0%   0.0%   1.44  avoid:20  left_arena:20
aversive_avoid     easy    val       5   187/  186      100.0%    0.0%   0.0%   0.0%   1.36  avoid:5  left_arena:5
aversive_avoid     hard    test     10   182/  183      100.0%    0.0%   0.0%   0.0%   1.48  avoid:10  left_arena:10
aversive_avoid     hard    train    20   182/  184      100.0%    0.0%   0.0%   0.0%   1.45  avoid:20  left_arena:20
aversive_avoid     hard    val       5   182/  182      100.0%    0.0%   0.0%   0.0%   1.49  avoid:5  left_arena:5
aversive_avoid     medium  test     10   186/  187      100.0%    0.0%   0.0%   0.0%   1.40  avoid:10  left_arena:10
aversive_avoid     medium  train    20   182/  181      100.0%    0.0%   0.0%   0.0%   1.48  avoid:20  left_arena:20
aversive_avoid     medium  val       5   183/  182      100.0%    0.0%   0.0%   0.0%   1.46  avoid:5  left_arena:5
explore            easy    test     10    76/   92      100.0%   80.0%   0.0%   0.0%   1.72  approach:8, explore:2  settled:8, left_arena:2
explore            easy    train    20   168/  138      100.0%   40.0%   0.0%   0.0%   1.46  explore:12, approach:8  left_arena:11, settled:8, timeout:1
explore            easy    val       5   172/  182        n/a     0.0%   0.0%   0.0%   1.26  explore:5  left_arena:4, timeout:1
explore            hard    test     10   154/  140      100.0%   50.0%   0.0%   0.0%   1.58  approach:5, explore:5  settled:5, left_arena:5
explore            hard    train    20   166/  218      100.0%   30.0%   0.0%   0.0%   1.40  explore:14, approach:6  left_arena:8, settled:6, timeout:6
explore            hard    val       5    84/  116      100.0%   60.0%   0.0%   0.0%   1.36  approach:3, explore:2  settled:3, left_arena:2
explore            medium  test     10   131/  158      100.0%   50.0%   0.0%   0.0%   1.51  approach:5, explore:5  settled:5, left_arena:4, timeout:1
explore            medium  train    20    83/  111      100.0%   65.0%   0.0%   0.0%   1.65  approach:13, explore:7  settled:13, left_arena:7
explore            medium  val       5   165/  139      100.0%   40.0%   0.0%   0.0%   1.53  explore:3, approach:2  left_arena:2, settled:2, timeout:1
gauntlet           easy    test     10   168/  185       70.0%   70.0%  20.0%   0.0%   1.86  approach:10  settled:7, left_arena:3
gauntlet           easy    train    20   125/  140       75.0%   75.0%  15.0%   5.0%   1.85  approach:20  settled:15, left_arena:4, fell:1
gauntlet           easy    val       5   177/  170       60.0%   60.0%   0.0%   0.0%   1.75  approach:5  settled:3, left_arena:2
gauntlet           hard    test     10   176/  184       10.0%   10.0%   0.0%   0.0%   1.46  approach:10  left_arena:9, settled:1
gauntlet           hard    train    20   186/  208       15.0%   15.0%   0.0%   0.0%   1.44  approach:20  left_arena:15, settled:3, timeout:2
gauntlet           hard    val       5   174/  162       20.0%   20.0%   0.0%   0.0%   1.55  approach:5  left_arena:4, settled:1
gauntlet           medium  test     10   194/  208       20.0%   20.0%  20.0%   0.0%   1.69  approach:10  left_arena:7, settled:2, timeout:1
gauntlet           medium  train    20   190/  191       35.0%   35.0%  25.0%   5.0%   1.61  approach:20  left_arena:10, settled:7, timeout:2, fell:1
gauntlet           medium  val       5   177/  183       40.0%   40.0%   0.0%   0.0%   1.60  approach:5  left_arena:2, settled:2, timeout:1
good_vs_bad        easy    test     10    58/   62      100.0%  100.0%   0.0%   0.0%   1.75  approach:10  settled:10
good_vs_bad        easy    train    20    58/   61      100.0%  100.0%   0.0%   0.0%   1.77  approach:20  settled:20
good_vs_bad        easy    val       5    60/   60      100.0%  100.0%   0.0%   0.0%   1.74  approach:5  settled:5
good_vs_bad        hard    test     10   124/  122      100.0%  100.0%   0.0%   0.0%   1.66  approach:10  settled:10
good_vs_bad        hard    train    20   110/  114      100.0%  100.0%   0.0%   0.0%   1.75  approach:20  settled:20
good_vs_bad        hard    val       5   106/  120       80.0%   80.0%   0.0%   0.0%   1.68  approach:5  settled:4, left_arena:1
good_vs_bad        medium  test     10    90/  116      100.0%  100.0%   0.0%   0.0%   1.79  approach:10  settled:10
good_vs_bad        medium  train    20    92/  118       95.0%   95.0%   0.0%   0.0%   1.86  approach:20  settled:19, timeout:1
good_vs_bad        medium  val       5    93/  100      100.0%  100.0%   0.0%   0.0%   1.77  approach:5  settled:5
meadow             easy    test     10   295/  271      100.0%  100.0%  30.0%  20.0%   1.86  approach:8, escape:2  timeout:8, fell:2
meadow             easy    train    20   346/  353      100.0%  100.0%  15.0%   5.0%   1.92  approach:17, escape:2, feed:1  timeout:17, left_arena:1, settled:1, fell:1
meadow             easy    val       5   200/  264      100.0%  100.0%  40.0%   0.0%   2.04  approach:4, escape:1  timeout:3, settled:1, left_arena:1
meadow             hard    test     10   200/  219       90.0%   90.0%  70.0%  10.0%   2.02  escape:5, approach:5  settled:5, timeout:3, fell:1, left_arena:1
meadow             hard    train    20   246/  270       90.0%   90.0%  50.0%   5.0%   2.08  approach:14, escape:6  timeout:9, left_arena:6, settled:4, fell:1
meadow             hard    val       5   261/  239      100.0%  100.0%  80.0%  20.0%   1.92  escape:3, approach:2  timeout:2, settled:2, fell:1
meadow             medium  test     10   298/  269       90.0%   80.0%  60.0%  40.0%   2.16  escape:6, approach:4  fell:4, timeout:3, left_arena:2, settled:1
meadow             medium  train    20   240/  260       95.0%   95.0%  60.0%  15.0%   2.04  approach:14, escape:6  timeout:10, fell:3, settled:3, left_arena:3, physics:1
meadow             medium  val       5   378/  339      100.0%  100.0%  60.0%   0.0%   1.92  approach:5  timeout:4, left_arena:1
obstacle_field     easy    test     10    86/  108       80.0%   80.0%  30.0%  10.0%   1.89  approach:10  settled:8, fell:1, left_arena:1
obstacle_field     easy    train    20    82/   93       90.0%   90.0%  30.0%  10.0%   1.88  approach:20  settled:17, fell:2, timeout:1
obstacle_field     easy    val       5    82/   66       60.0%   60.0%  60.0%  20.0%   1.70  approach:5  settled:3, physics:1, fell:1
obstacle_field     hard    test     10    92/  154       80.0%   80.0%  40.0%  20.0%   1.86  approach:10  settled:5, fell:2, timeout:2, left_arena:1
obstacle_field     hard    train    20    87/  161       65.0%   65.0%  60.0%  15.0%   1.78  approach:20  settled:11, left_arena:3, timeout:3, fell:2, physics:1
obstacle_field     hard    val       5    81/  100       80.0%   80.0%  20.0%   0.0%   1.88  approach:5  settled:4, left_arena:1
obstacle_field     medium  test     10   116/  124       70.0%   70.0%  10.0%   0.0%   1.85  approach:10  settled:7, left_arena:3
obstacle_field     medium  train    20   130/  141       60.0%   60.0%  55.0%  20.0%   1.75  approach:20  settled:12, fell:3, left_arena:3, timeout:2
obstacle_field     medium  val       5    95/  112       80.0%   80.0%  40.0%   0.0%   1.83  approach:5  settled:4, left_arena:1
scent_trail        easy    test     10    70/   82      100.0%  100.0%   0.0%   0.0%   1.76  feed:9, approach:1  settled:10
scent_trail        easy    train    20    99/  107      100.0%  100.0%   0.0%   0.0%   1.75  feed:19, approach:1  settled:20
scent_trail        easy    val       5    85/   83      100.0%  100.0%   0.0%   0.0%   1.77  feed:4, approach:1  settled:5
scent_trail        hard    test     10   190/  221      100.0%  100.0%   0.0%   0.0%   1.25  approach:10  timeout:5, settled:5
scent_trail        hard    train    20   314/  274      100.0%  100.0%   0.0%   0.0%   1.15  approach:20  timeout:13, settled:7
scent_trail        hard    val       5   386/  357      100.0%  100.0%   0.0%   0.0%   1.30  approach:5  timeout:5
scent_trail        medium  test     10   202/  227      100.0%  100.0%   0.0%   0.0%   1.38  approach:10  timeout:7, settled:3
scent_trail        medium  train    20   212/  227      100.0%  100.0%   0.0%   0.0%   1.44  approach:19, feed:1  timeout:10, settled:10
scent_trail        medium  val       5    76/  142      100.0%  100.0%   0.0%   0.0%   1.74  approach:5  settled:4, timeout:1
strong_vs_weak     easy    test     10    53/   54      100.0%  100.0%   0.0%   0.0%   1.81  approach:10  settled:10
strong_vs_weak     easy    train    20    54/   55      100.0%  100.0%   0.0%   0.0%   1.92  approach:20  settled:20
strong_vs_weak     easy    val       5    60/   69      100.0%  100.0%   0.0%   0.0%   1.80  approach:5  settled:5
strong_vs_weak     hard    test     10    94/   98      100.0%  100.0%   0.0%   0.0%   1.86  approach:10  settled:10
strong_vs_weak     hard    train    20    96/  100      100.0%  100.0%   0.0%   0.0%   1.86  approach:20  settled:20
strong_vs_weak     hard    val       5    88/   94      100.0%  100.0%   0.0%   0.0%   1.91  approach:5  settled:5
strong_vs_weak     medium  test     10    74/   77      100.0%  100.0%   0.0%   0.0%   1.89  approach:10  settled:10
strong_vs_weak     medium  train    20    69/   74      100.0%  100.0%   0.0%   0.0%   1.86  approach:20  settled:20
strong_vs_weak     medium  val       5    71/   75      100.0%  100.0%   0.0%   0.0%   1.67  approach:5  settled:5
sugar_approach     easy    test     10    56/   57      100.0%  100.0%   0.0%   0.0%   1.66  approach:10  settled:10
sugar_approach     easy    train    20    56/   56      100.0%  100.0%   0.0%   0.0%   1.69  approach:20  settled:20
sugar_approach     easy    val       5    58/   57      100.0%  100.0%   0.0%   0.0%   1.70  approach:5  settled:5
sugar_approach     hard    test     10    88/   88      100.0%  100.0%   0.0%   0.0%   1.68  approach:10  settled:10
sugar_approach     hard    train    20    86/   88      100.0%  100.0%   0.0%   0.0%   1.73  approach:20  settled:20
sugar_approach     hard    val       5    89/   88      100.0%  100.0%   0.0%   0.0%   1.73  approach:5  settled:5
sugar_approach     medium  test     10    69/   74      100.0%  100.0%   0.0%   0.0%   1.81  approach:10  settled:10
sugar_approach     medium  train    20    71/   71      100.0%  100.0%   0.0%   0.0%   1.85  approach:20  settled:20
sugar_approach     medium  val       5    64/   67      100.0%  100.0%   0.0%   0.0%   1.74  approach:5  settled:5

TIME-TO-REACH: median episode length (windows) by scenario x difficulty
scenario             easy  medium   hard  monotone(e<m<h)
aversive_avoid        184     183    182  NO
explore               161      88    166  NO
gauntlet              161     191    178  NO
good_vs_bad            58      92    112  yes
meadow                322     265    241  NO
obstacle_field         82     120     86  NO
scent_trail            91     200    305  yes
strong_vs_weak         54      72     93  yes
sugar_approach         56      69     87  yes

POST-FALL WINDOWS (degenerate tail FIX D removes):
  corpus: 1501/142689 = 1.05%   (v1 was 6.0%)
    gauntlet           40/19122 = 0.21%
    meadow             434/29462 = 1.47%
    obstacle_field     1027/13142 = 7.81%

COLLISION: contact path vs the old 0.6mm disc (FIX F quantified)
scenario            contact%   disc%   ratio  windows
gauntlet               0.61%   0.02%   29.25  19122
meadow                 3.28%   0.08%   38.68  29462
obstacle_field         3.43%   0.07%   50.11  13142
  corpus contact=1.08%  disc=0.03%  ratio=40.39  (>1 means contacts caught what the disc missed)

MI(action; scenario) = 0.197 bits  (over 142689 windows)
MI(action; family)   = 0.332 bits  (family = per-window `expected` task label; over 142689 windows)

PROVENANCE: multi-SHA corpus - control constants AGREE across all shards, so it is COMPATIBLE (exit 0). SHA inventory:
  git_sha=61e107dffd81: 12 shard(s)
  git_sha=745cd1a2174a: 69 shard(s)
  diff between SHAs: only git_sha (+ any corpus_version); the control constants below are identical:
  pool_yaw_gain=-2 pool_yaw_max=3 taxis_sign=1 ema_alpha=0.45 drive_min=0.2 drive_max=1.4 feed_arrest_odor=0.15 feed_arrest_span=0.3

Limitations

  • aversive_avoid and explore are CONTROLS, not solvable tasks (see above); do not fold their success into a headline number.
  • 3 physics_error stubs in the corpus (one only 25 windows long).
  • obstacle_field still has 7.81% post-fall windows.
  • MI(action;scenario) = 0.197 is low PARTLY BY DESIGN: several scenarios share one policy ("walk up the odour gradient"), so the action need not distinguish them. Read MI(action;family) alongside it.
  • No righting reflex (see the fall mechanism above).

Licence

TODO(maintainer): choose and set a licence. Deliberately not invented here.

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